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Unified Diff: third_party/WebKit/Source/modules/vr/VRDisplay.cpp

Issue 2384593002: Encode frame number in pixel data for pose sync (Closed)
Patch Set: bajones #40: add sanity check + pointer zeroing Created 4 years, 2 months ago
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Index: third_party/WebKit/Source/modules/vr/VRDisplay.cpp
diff --git a/third_party/WebKit/Source/modules/vr/VRDisplay.cpp b/third_party/WebKit/Source/modules/vr/VRDisplay.cpp
index 42356ff9d830023964f01dc76d8139b76bc1c3cf..6183d47c5da642556600912a24a967dc3049998a 100644
--- a/third_party/WebKit/Source/modules/vr/VRDisplay.cpp
+++ b/third_party/WebKit/Source/modules/vr/VRDisplay.cpp
@@ -8,6 +8,7 @@
#include "core/dom/Fullscreen.h"
#include "core/frame/UseCounter.h"
#include "core/inspector/ConsoleMessage.h"
+#include "gpu/command_buffer/client/gles2_interface.h"
#include "modules/vr/NavigatorVR.h"
#include "modules/vr/VRController.h"
#include "modules/vr/VRDisplayCapabilities.h"
@@ -205,6 +206,10 @@ ScriptPromise VRDisplay::requestPresent(ScriptState* scriptState,
return promise;
}
+ // Save the WebGL script and underlying GL contexts for use by submitFrame().
+ m_renderingContext = toWebGLRenderingContextBase(renderingContext);
+ m_contextGL = m_renderingContext->contextGL();
+
if ((m_layer.leftBounds().size() != 0 && m_layer.leftBounds().size() != 4) ||
(m_layer.rightBounds().size() != 0 &&
m_layer.rightBounds().size() != 4)) {
@@ -294,6 +299,8 @@ void VRDisplay::forceExitPresent() {
}
m_isPresenting = false;
+ m_renderingContext = nullptr;
+ m_contextGL = nullptr;
}
void VRDisplay::updateLayerBounds() {
@@ -344,6 +351,39 @@ HeapVector<VRLayer> VRDisplay::getLayers() {
}
void VRDisplay::submitFrame() {
+ if (!m_isPresenting || !m_contextGL) {
+ // Something got confused, we can't submit frames if we're not presenting.
+ return;
+ }
+
+ // Write the frame number for the pose used into a bottom left pixel block.
+ // It is read by chrome/browser/android/vr_shell/vr_shell.cc to associate
+ // the correct corresponding pose for submission.
+ auto gl = m_contextGL;
+
+ // We must ensure that the WebGL app's GL state is preserved. We do this by
+ // calling low-level GL commands directly so that the rendering context's
+ // saved parameters don't get overwritten.
+
+ gl->Enable(GL_SCISSOR_TEST);
+ // Use a few pixels to ensure we get a clean color. The resolution for the
+ // WebGL buffer may not match the final rendered destination size, and
+ // texture filtering could interfere for single pixels. This isn't visible
+ // since the final rendering hides the edges via a vignette effect.
+ gl->Scissor(0, 0, 4, 4);
+ gl->ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+ int idx = m_framePose->poseIndex;
+ // Careful with the arithmetic here. Float color 1.f is equivalent to int 255.
+ gl->ClearColor((idx & 255) / 255.0f, ((idx >> 8) & 255) / 255.0f,
+ ((idx >> 16) & 255) / 255.0f, 1.0f);
+ gl->Clear(GL_COLOR_BUFFER_BIT);
+
+ // Set the GL state back to what was set by the WebVR application.
+ m_renderingContext->restoreScissorEnabled();
+ m_renderingContext->restoreScissorBox();
+ m_renderingContext->restoreColorMask();
+ m_renderingContext->restoreClearColor();
+
controller()->submitFrame(m_displayId, m_framePose.Clone());
m_canUpdateFramePose = true;
}
@@ -369,6 +409,7 @@ DEFINE_TRACE(VRDisplay) {
visitor->trace(m_eyeParametersLeft);
visitor->trace(m_eyeParametersRight);
visitor->trace(m_layer);
+ visitor->trace(m_renderingContext);
}
} // namespace blink
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