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332 lines
12 KiB
Plaintext
332 lines
12 KiB
Plaintext
// Copyright 2015 The Chromium Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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module device.mojom;
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import "mojo/public/mojom/base/time.mojom";
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import "gpu/ipc/common/mailbox_holder.mojom";
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import "gpu/ipc/common/sync_token.mojom";
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import "ui/display/mojo/display.mojom";
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import "ui/gfx/geometry/mojo/geometry.mojom";
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import "ui/gfx/mojo/gpu_fence_handle.mojom";
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import "ui/gfx/mojo/transform.mojom";
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//
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// WebXR interfaces
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//
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enum XRHandedness {
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NONE = 0,
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LEFT = 1,
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RIGHT = 2
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};
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enum XRPointerOrigin {
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HEAD = 1,
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HAND = 2,
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SCREEN = 3
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};
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struct XRInputSourceDescription {
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XRPointerOrigin pointer_origin;
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XRHandedness handedness;
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bool emulated_position;
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// Transform from the grip matrix to the pointer's origin and orientation.
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gfx.mojom.Transform? pointer_offset;
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};
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struct XRInputSourceState {
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uint32 source_id;
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// Description of this input source's behavior. Should be mostly static, only
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// need periodic updates.
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XRInputSourceDescription? description;
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// Transform to the controllers grip (users palm) from start space origin.
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gfx.mojom.Transform? grip;
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// Describes the current state of the primary input.
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bool primary_input_pressed;
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// Indicates if the input's primary input has been released (clicked) since
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// the last report. May indicate that the button was pressed and released in
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// the space of a single frame, so it may not have been preceeded by a
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// primary_input_pressed = true;
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bool primary_input_clicked;
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};
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//
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// WebVR/WebXR shared interfaces
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//
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// A field of view, given by 4 degrees describing the view from a center point.
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struct VRFieldOfView {
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float upDegrees;
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float downDegrees;
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float leftDegrees;
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float rightDegrees;
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};
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// A display's position, orientation, velocity, and acceleration state at the
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// given timestamp.
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struct VRPose {
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array<float, 4>? orientation;
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array<float, 3>? position;
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array<float, 3>? angularVelocity;
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array<float, 3>? linearVelocity;
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array<float, 3>? angularAcceleration;
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array<float, 3>? linearAcceleration;
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// For WebXR sessions only, reports the state of all active input devices
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// synced with the head pose.
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array<XRInputSourceState>? input_state;
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// Indicates that a reset pose event was triggered, either by device specific
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// UI or by some other method, and handled on the browser side, and the
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// renderer should now bubble up an event to the WebXRDevice API.
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bool pose_reset;
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};
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struct VRDisplayCapabilities {
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bool hasPosition;
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bool hasExternalDisplay;
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// Indicates whether the display can actively show imagery on a headset.
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bool canPresent;
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// If true, this is an AR display that can provide a background image along
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// with each pose. Clients who want them should send a frame image request
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// via getFrameData instead of getPose.
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// TODO(https://crbug.com/836349): this may need to change.
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bool can_provide_pass_through_images;
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};
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// Information about the optical properties for an eye in a VRDisplay.
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struct VREyeParameters {
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VRFieldOfView fieldOfView;
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array<float, 3> offset;
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uint32 renderWidth;
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uint32 renderHeight;
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};
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struct VRStageParameters {
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array<float, 16> standingTransform;
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float sizeX;
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float sizeZ;
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};
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struct VRDisplayInfo {
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uint32 index;
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string displayName;
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VRDisplayCapabilities capabilities;
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VRStageParameters? stageParameters;
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// Parameters required to distort a scene for viewing in a VR headset. Only
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// required for devices which have the canPresent capability.
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VREyeParameters? leftEye;
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VREyeParameters? rightEye;
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float webvr_default_framebuffer_scale = 1.0;
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float webxr_default_framebuffer_scale = 1.0;
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};
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// Options supplied by the Renderer when requesting presentation.
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struct VRRequestPresentOptions {
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// If true, must use a render path that can preserve drawing buffer
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// contents across frames. If false, each frame is drawn independently.
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bool preserve_drawing_buffer;
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// If true, indicates that WebXR input poses should be reported on VSync.
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bool webxr_input;
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// If true, Renderer has support for using shared buffer draw. Currently true
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// for WebXR. Device-side prerequisite support is checked separately, this
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// flag is an opt-in to ensure it's not used for WebVR 1.1 which lacks
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// the required drawing buffer rebinding support.
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bool shared_buffer_draw_supported;
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};
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// Frame transport method from the Renderer's point of view.
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enum VRDisplayFrameTransportMethod {
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NONE = 0,
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// Renderer should create a new texture handle (Windows) or
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// texture mailbox (Android Surface path) containing the
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// frame's image and supply that as a submitFrame argument.
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SUBMIT_AS_TEXTURE_HANDLE = 1,
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SUBMIT_AS_MAILBOX_HOLDER = 2,
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// Renderer should draw directly into a texture mailbox
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// provided for each frame in OnVSync.
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DRAW_INTO_TEXTURE_MAILBOX = 3,
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};
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struct VRDisplayFrameTransportOptions {
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VRDisplayFrameTransportMethod transport_method;
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// Booleans indicating which of the VRSubmitFrameClient callbacks
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// are in use. Default is false, the device implementation should set
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// the ones to true that it needs and can ignore the rest.
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bool wait_for_transfer_notification;
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bool wait_for_render_notification;
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bool wait_for_gpu_fence;
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};
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// The data needed for each frame for a magic window experience
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// that uses a background image / projection matrix instead of
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// just a VRPose - ex: non-exclusive AR needs a camera image and
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// to get a projection matrix directly from the backend rather than
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// FOV values to support features like focus.
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struct VRMagicWindowFrameData {
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VRPose pose;
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gpu.mojom.MailboxHolder buffer_holder;
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gfx.mojom.Size buffer_size;
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// TODO(https://crbug.com/838515): Is this delta since the last
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// frame? OR an unspecified origin? Something else?
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mojo_base.mojom.TimeDelta time_delta;
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array<float, 16> projection_matrix;
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};
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enum VRDisplayEventReason {
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NONE = 0,
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NAVIGATION = 1,
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MOUNTED = 2,
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UNMOUNTED = 3
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};
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// TODO(shaobo.yan@intel.com) : Add comments to describe these interfaces about
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// how to use and where they live.
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interface VRService {
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// TODO(shaobo.yan@intel.com, https://crbug.com/701027): Use a factory
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// function which takes a VRServiceClient so we will never have a
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// half-initialized VRService.
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SetClient(VRServiceClient client) => ();
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// Inform the service that the page is listening for vrdisplayactivate events.
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// TODO(mthiesse): Move SetListeningForActivate onto VRDisplay.
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SetListeningForActivate(bool listening);
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};
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interface VRServiceClient {
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OnDisplayConnected(VRMagicWindowProvider magic_window_provider,
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VRDisplayHost display, VRDisplayClient& request,
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VRDisplayInfo display_info);
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};
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// After submitting a frame, the VRPresentationProvider will notify the client
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// about several stages of the render pipeline. This allows pipelining
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// efficiency. Following VRPresentationProvider::Submit*, the submitted frame
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// will be transferred (read from, perhaps copied to another texture), and then
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// rendered (submitted to the underlying VR API).
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// The client lives in the render process, implemented by VRDisplay.
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//
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// See VRDisplayFrameTransportConfiguration which configures which of these
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// callbacks are in use.
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interface VRSubmitFrameClient {
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// The VRPresentationProvider calls this to indicate that the submitted frame
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// has been transferred, so the backing data (mailbox or GpuMemoryBuffer) can
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// be reused or discarded. Note that this is a convenience/optimization
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// feature, not a security feature - if a site discards the data early we may
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// drop a frame, but nothing will otherwise misbehave.
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// When the frame wasn't successfully transferred, the client should create a
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// new mailbox/GpuMemoryBuffer rather than reusing an existing one to recover
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// for subsequent frames.
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OnSubmitFrameTransferred(bool success);
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// The VRPresentationProvider calls this after the frame was handed off to the
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// underlying VR API. This allows some pipelining of CPU/GPU work, while
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// delaying expensive tasks for a subsequent frame until the current frame has
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// completed.
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OnSubmitFrameRendered();
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// This callback provides a GpuFence corresponding to the previous frame's
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// rendering completion, intended for use with a server wait issued before
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// the following wait to prevent its rendering work from competing with
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// the previous frame.
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OnSubmitFrameGpuFence(gfx.mojom.GpuFenceHandle gpu_fence_handle);
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};
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// Provides a communication channel from the renderer to the browser-side host
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// of a (device/) VrDisplayImpl.
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interface VRDisplayHost {
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// The returned transport_options is marked optional: it's null for
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// a failure result but must be non-null for a success result.
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RequestPresent(VRSubmitFrameClient client,
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VRPresentationProvider& request,
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VRRequestPresentOptions options,
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bool triggered_by_displayactive) => (
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bool success,
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VRDisplayFrameTransportOptions? transport_options);
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ExitPresent();
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};
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// Provides the necessary functionality for a non-presenting WebXR session to
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// draw magic window content.
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// This interface is hosted in the Browser process, but will move to a sandboxed
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// utility process on Windows. The render process communicates with it.
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// For AR displays (VRDisplayCapabilities.can_provide_pass_through_images
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// is true), clients can use GetFrameData to get images.
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// TODO(836478): rename VRMagicWindowProvider to NonExclusiveWindowProvider or
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// similar.
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interface VRMagicWindowProvider {
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GetPose() => (VRPose? pose);
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// Different devices can have different native orientations - 0
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// is the native orientation, and then increments of 90 degrees
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// from there.
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// TODO(https://crbug.com/837944): frame_data should not be optional.
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GetFrameData(gfx.mojom.Size frame_size,
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display.mojom.Rotation display_rotation) =>
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(VRMagicWindowFrameData? frame_data);
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};
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// Provides the necessary functionality for a presenting WebVR page to draw
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// frames for a VrDisplay.
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// This interface is hosted in the Browser process, but will move to a sandboxed
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// utility process on Windows. The render process communicates with it.
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interface VRPresentationProvider {
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enum VSyncStatus { SUCCESS, CLOSING };
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// The frameId maps a VSync to a frame arriving from the compositor. IDs will
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// be reused after the frame arrives from the compositor. Negative IDs imply
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// no mapping.
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GetVSync() => (VRPose? pose, mojo_base.mojom.TimeDelta time, int16 frame_id,
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VSyncStatus status, gpu.mojom.MailboxHolder? buffer_holder);
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UpdateLayerBounds(int16 frame_id, gfx.mojom.RectF left_bounds,
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gfx.mojom.RectF right_bounds, gfx.mojom.Size source_size);
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// Call this if the animation loop exited without submitting a frame to
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// ensure that every GetVSync has a matching Submit call. This happens for
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// WebXR if there were no drawing operations to the opaque framebuffer, and
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// for WebVR 1.1 if the application didn't call SubmitFrame. Usable with any
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// VRDisplayFrameTransportMethod. This path does *not* call the
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// SubmitFrameClient methods such as OnSubmitFrameTransferred. This is
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// intended to help separate frames while presenting, it may or may not
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// be called for the last animating frame when presentation ends.
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SubmitFrameMissing(int16 frame_id, gpu.mojom.SyncToken sync_token);
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// VRDisplayFrameTransportMethod SUBMIT_AS_MAILBOX_HOLDER
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SubmitFrame(int16 frame_id, gpu.mojom.MailboxHolder mailbox_holder,
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mojo_base.mojom.TimeDelta time_waited);
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// VRDisplayFrameTransportMethod SUBMIT_AS_TEXTURE_HANDLE
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// TODO(https://crbug.com/676224): Support preprocessing of mojom files, since
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// this is Windows only.
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SubmitFrameWithTextureHandle(int16 frameId, handle texture);
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// VRDisplayFrameTransportMethod DRAW_INTO_TEXTURE_MAILBOX
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SubmitFrameDrawnIntoTexture(int16 frameId, gpu.mojom.SyncToken sync_token,
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mojo_base.mojom.TimeDelta time_waited);
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};
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interface VRDisplayClient {
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OnChanged(VRDisplayInfo display);
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OnExitPresent();
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OnBlur();
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OnFocus();
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OnActivate(VRDisplayEventReason reason) => (bool will_not_present);
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OnDeactivate(VRDisplayEventReason reason);
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};
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