| 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 d06813757257c6111ad90329aab2460d99a78c6d..29f0f3bcf0fcda35c85471cb3f3e075424bc83c5 100644
|
| --- a/third_party/WebKit/Source/modules/vr/VRDisplay.cpp
|
| +++ b/third_party/WebKit/Source/modules/vr/VRDisplay.cpp
|
| @@ -70,6 +70,7 @@ VRDisplay::VRDisplay(NavigatorVR* navigatorVR,
|
| m_depthNear(0.01),
|
| m_depthFar(10000.0),
|
| m_fullscreenCheckTimer(this, &VRDisplay::onFullscreenCheck),
|
| + m_contextGL(nullptr),
|
| m_animationCallbackRequested(false),
|
| m_inAnimationFrame(false),
|
| m_display(std::move(display)),
|
| @@ -115,6 +116,9 @@ void VRDisplay::disconnected() {
|
| bool VRDisplay::getFrameData(VRFrameData* frameData) {
|
| updatePose();
|
|
|
| + if (!m_framePose)
|
| + return false;
|
| +
|
| if (!frameData)
|
| return false;
|
|
|
| @@ -137,6 +141,11 @@ VRPose* VRDisplay::getPose() {
|
| }
|
|
|
| void VRDisplay::updatePose() {
|
| + if (m_displayBlurred) {
|
| + // WebVR spec says to return a null pose when the display is blurred.
|
| + m_framePose = nullptr;
|
| + return;
|
| + }
|
| if (m_canUpdateFramePose) {
|
| if (!m_display)
|
| return;
|
| @@ -186,11 +195,39 @@ void VRDisplay::cancelAnimationFrame(int id) {
|
| m_scriptedAnimationController->cancelCallback(id);
|
| }
|
|
|
| +void VRDisplay::OnDisplayBlur() {
|
| + m_displayBlurred = true;
|
| + m_navigatorVR->fireVrDisplayOnBlur(this);
|
| +}
|
| +
|
| +void VRDisplay::OnDisplayFocus() {
|
| + m_displayBlurred = false;
|
| + // Restart our internal doc requestAnimationFrame callback, if it fired while
|
| + // the display was blurred.
|
| + // TODO(bajones): Don't use doc->requestAnimationFrame() at all. Animation
|
| + // frames should be tied to the presenting VR display (e.g. should be serviced
|
| + // by GVR library callbacks on Android), and not the doc frame rate.
|
| + if (!m_animationCallbackRequested) {
|
| + Document* doc = m_navigatorVR->document();
|
| + if (!doc)
|
| + return;
|
| + doc->requestAnimationFrame(new VRDisplayFrameRequestCallback(this));
|
| + }
|
| + m_navigatorVR->fireVrDisplayOnFocus(this);
|
| +}
|
| +
|
| void VRDisplay::serviceScriptedAnimations(double monotonicAnimationStartTime) {
|
| if (!m_scriptedAnimationController)
|
| return;
|
| AutoReset<bool> animating(&m_inAnimationFrame, true);
|
| m_animationCallbackRequested = false;
|
| +
|
| + // We use an internal rAF callback to run the animation loop at the display
|
| + // speed, and run the user's callback after our internal callback fires.
|
| + // However, when the display is blurred, we want to pause the animation loop,
|
| + // so we don't fire the user's callback until the display is focused.
|
| + if (m_displayBlurred)
|
| + return;
|
| m_scriptedAnimationController->serviceScriptedAnimations(
|
| monotonicAnimationStartTime);
|
| }
|
|
|