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

Issue 2738683002: WebVR compositor bypass via BrowserMain context + mailbox (Closed)
Patch Set: Less hacked up version Created 3 years, 9 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 cc8f1038aae5d967f3865cc8b9a1881194dcb3d9..12d0f25d27218fb97324228e44463195c0b2582c 100644
--- a/third_party/WebKit/Source/modules/vr/VRDisplay.cpp
+++ b/third_party/WebKit/Source/modules/vr/VRDisplay.cpp
@@ -8,13 +8,17 @@
#include "core/dom/DOMException.h"
#include "core/dom/DocumentUserGestureToken.h"
#include "core/dom/FrameRequestCallback.h"
-#include "core/dom/Fullscreen.h"
#include "core/dom/ScriptedAnimationController.h"
#include "core/dom/TaskRunnerHelper.h"
+#include "core/frame/FrameView.h"
+#include "core/frame/ImageBitmap.h"
#include "core/frame/UseCounter.h"
#include "core/inspector/ConsoleMessage.h"
+#include "core/layout/LayoutView.h"
+#include "core/layout/compositing/PaintLayerCompositor.h"
#include "core/loader/DocumentLoader.h"
#include "gpu/command_buffer/client/gles2_interface.h"
+#include "gpu/command_buffer/common/mailbox_holder.h"
#include "modules/EventTargetModules.h"
#include "modules/vr/NavigatorVR.h"
#include "modules/vr/VRController.h"
@@ -27,6 +31,7 @@
#include "modules/webgl/WebGLRenderingContextBase.h"
#include "platform/Histogram.h"
#include "platform/UserGestureIndicator.h"
+#include "platform/instrumentation/tracing/TraceEvent.h"
#include "public/platform/Platform.h"
#include "wtf/AutoReset.h"
#include "wtf/Time.h"
@@ -37,10 +42,6 @@ namespace blink {
namespace {
-// Magic numbers used to mark valid pose index values encoded in frame
-// data. Must match the magic numbers used in vr_shell.cc.
-static constexpr std::array<uint8_t, 2> kWebVrPosePixelMagicNumbers{{42, 142}};
-
VREye stringToVREye(const String& whichEye) {
if (whichEye == "left")
return VREyeLeft;
@@ -59,12 +60,8 @@ VRDisplay::VRDisplay(NavigatorVR* navigatorVR,
m_capabilities(new VRDisplayCapabilities()),
m_eyeParametersLeft(new VREyeParameters()),
m_eyeParametersRight(new VREyeParameters()),
- m_fullscreenCheckTimer(
- TaskRunnerHelper::get(TaskType::UnspecedTimer,
- navigatorVR->document()->frame()),
- this,
- &VRDisplay::onFullscreenCheck),
m_display(std::move(display)),
+ m_submit_frame_client_binding(this),
m_displayClientBinding(this, std::move(request)) {}
VRDisplay::~VRDisplay() {}
@@ -239,17 +236,6 @@ ScriptPromise VRDisplay::requestPresent(ScriptState* scriptState,
return promise;
}
- // TODO(mthiesse): Remove fullscreen requirement for presentation. See
- // crbug.com/687369
- Document* doc = this->document();
- if (!doc || !Fullscreen::fullscreenEnabled(*doc)) {
- DOMException* exception =
- DOMException::create(InvalidStateError, "Fullscreen is not enabled.");
- resolver->reject(exception);
- ReportPresentationResult(PresentationResult::FullscreenNotEnabled);
- return promise;
- }
-
// A valid number of layers must be provided in order to present.
if (layers.size() == 0 || layers.size() > m_capabilities->maxLayers()) {
forceExitPresent();
@@ -395,50 +381,9 @@ void VRDisplay::beginPresent() {
return;
} else {
if (m_layer.source().isHTMLCanvasElement()) {
- HTMLCanvasElement* canvas = m_layer.source().getAsHTMLCanvasElement();
- // TODO(klausw,crbug.com/655722): Need a proper VR compositor, but
- // for the moment on mobile we'll just make the canvas fullscreen
- // so that VrShell can pick it up through the standard (high
- // latency) compositing path. auto canvas =
- // m_layer.source().getAsHTMLCanvasElement();
- auto inlineStyle = canvas->inlineStyle();
- if (inlineStyle) {
- // THREE.js's VREffect sets explicit style.width/height on its rendering
- // canvas based on the non-fullscreen window dimensions, and it keeps
- // those unchanged when presenting. Unfortunately it appears that a
- // fullscreened canvas just gets centered if it has explicitly set a
- // size smaller than the fullscreen dimensions. Manually set size to
- // 100% in this case and restore it when exiting fullscreen. This is a
- // stopgap measure since THREE.js's usage appears legal according to the
- // WebVR API spec. This will no longer be necessary once we can get rid
- // of this fullscreen hack.
- m_fullscreenOrigWidth = inlineStyle->getPropertyValue(CSSPropertyWidth);
- if (!m_fullscreenOrigWidth.isNull()) {
- canvas->setInlineStyleProperty(CSSPropertyWidth, "100%");
- }
- m_fullscreenOrigHeight =
- inlineStyle->getPropertyValue(CSSPropertyHeight);
- if (!m_fullscreenOrigHeight.isNull()) {
- canvas->setInlineStyleProperty(CSSPropertyHeight, "100%");
- }
- } else {
- m_fullscreenOrigWidth = String();
- m_fullscreenOrigHeight = String();
- }
-
- if (doc) {
- // Since the callback for requestPresent is asynchronous, we've lost our
- // UserGestureToken, and need to create a new one to enter fullscreen.
- gestureIndicator = WTF::wrapUnique(
- new UserGestureIndicator(DocumentUserGestureToken::create(
- doc, UserGestureToken::Status::PossiblyExistingGesture)));
- }
- Fullscreen::requestFullscreen(*canvas);
-
- // Check to see if the canvas is still the current fullscreen
- // element once every 2 seconds.
- m_fullscreenCheckTimer.startRepeating(2.0, BLINK_FROM_HERE);
- m_reenteredFullscreen = false;
+ // TODO(klausw,crbug.com/698923): suppress compositor updates
+ // since they aren't needed, they do a fair amount of extra
+ // work.
} else {
DCHECK(m_layer.source().isOffscreenCanvas());
// TODO(junov, crbug.com/695497): Implement OffscreenCanvas presentation
@@ -519,7 +464,8 @@ void VRDisplay::updateLayerBounds() {
}
m_display->UpdateLayerBounds(m_vrFrameId, std::move(leftBounds),
- std::move(rightBounds));
+ std::move(rightBounds), m_sourceWidth,
+ m_sourceHeight);
}
HeapVector<VRLayer> VRDisplay::getLayers() {
@@ -535,6 +481,7 @@ HeapVector<VRLayer> VRDisplay::getLayers() {
void VRDisplay::submitFrame() {
if (!m_display)
return;
+ TRACE_EVENT1("gpu", "submitFrame", "frame", m_vrFrameId);
Document* doc = this->document();
if (!m_isPresenting) {
@@ -563,42 +510,113 @@ void VRDisplay::submitFrame() {
// No frame Id to write before submitting the frame.
if (m_vrFrameId < 0) {
- m_display->SubmitFrame(m_framePose.Clone());
+ // TODO(klausw): There used to be a submitFrame here, but we can't
+ // submit without a frameId and associated pose data. Just drop it.
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);
- // Careful with the arithmetic here. Float color 1.f is equivalent to int 255.
- // Use the low byte of the index as the red component, and store an arbitrary
- // magic number in green/blue. This number must match the reading code in
- // vr_shell.cc. Avoid all-black/all-white.
- gl->ClearColor((m_vrFrameId & 255) / 255.0f,
- kWebVrPosePixelMagicNumbers[0] / 255.0f,
- kWebVrPosePixelMagicNumbers[1] / 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();
-
- m_display->SubmitFrame(m_framePose.Clone());
+ m_contextGL->Flush();
+ auto elem = m_layer.source();
+
+ // Check if the canvas got resized, if yes send a bounds update.
+ int currentWidth = m_renderingContext->drawingBufferWidth();
+ int currentHeight = m_renderingContext->drawingBufferHeight();
+ if ((currentWidth != m_sourceWidth || currentHeight != m_sourceHeight) &&
+ currentWidth != 0 && currentHeight != 0) {
+ m_sourceWidth = currentWidth;
+ m_sourceHeight = currentHeight;
+ updateLayerBounds();
+ }
+
+ // There's two types of synchronization needed for submitting frames:
+ //
+ // - Before submitting, need to wait for the previous frame to be
+ // pulled off the transfer surface to avoid lost frames. This
+ // is currently a compile-time option, normally we always want
+ // to defer this wait to increase parallelism.
+ //
+ // - After submitting, need to wait for the mailbox to be consumed,
+ // and must remain inside the execution context while waiting.
+ // The waitForPreviousTransferToFinish option defers this wait
+ // until the next frame. That's more efficient, but seems to
+ // cause wobbly framerates.
+ bool waitForPreviousTransferToFinish =
+ RuntimeEnabledFeatures::webVRExperimentalRenderingEnabled();
+
+ if (waitForPreviousTransferToFinish) {
+ TRACE_EVENT0("gpu", "waitPrevXfer");
+ while (m_pendingSubmitFrame) {
+ if (!m_submit_frame_client_binding.WaitForIncomingMethodCall()) {
+ LOG(ERROR) << "Failed to receive SubmitFrame response";
+ break;
+ }
+ }
+ }
+
+ auto image_ref = m_renderingContext->getImage(
+ PreferAcceleration, SnapshotReasonCreateImageBitmap);
+
+ // Hardware-accelerated rendering should always be texture backed.
+ // I hope nobody is trying to do WebVR with software rendering.
+ DCHECK(image_ref->isTextureBacked());
+
+ // The AcceleratedStaticBitmapImage must be kept alive until the
+ // mailbox is used via createAndConsumeTextureCHROMIUM, the mailbox
+ // itself does not keep it alive. We must keep a reference to the
+ // image until the mailbox was consumed.
+ StaticBitmapImage* staticImage =
+ static_cast<StaticBitmapImage*>(image_ref.get());
+ staticImage->ensureMailbox();
+
+ if (waitForPreviousTransferToFinish) {
+ // Save a reference to the image to keep it alive until next frame,
+ // where we'll wait for the transfer to finish before overwriting
+ // it.
+ m_previousImage = std::move(image_ref);
+ }
+
+ // Wait for the previous render to finish, to avoid losing frames in the
+ // Android Surface / GLConsumer pair. TODO(klausw): make this tunable?
+ // Other devices may have different preferences.
+ {
+ TRACE_EVENT0("gpu", "waitPrevRender");
+ while (m_pendingPreviousFrameRender) {
+ if (!m_submit_frame_client_binding.WaitForIncomingMethodCall()) {
+ LOG(ERROR) << "Failed to receive SubmitFrame response";
+ break;
+ }
+ }
+ TRACE_EVENT_END0("gpu", "waitPrevRender");
+ }
+
+ m_pendingPreviousFrameRender = true;
+ m_pendingSubmitFrame = true;
+ m_display->SubmitFrame(
+ m_vrFrameId,
+ gpu::MailboxHolder(staticImage->mailbox(), staticImage->syncToken(),
+ GL_TEXTURE_2D),
+ m_submit_frame_client_binding.CreateInterfacePtrAndBind());
+
+ // If we're not deferring the wait for transferring the mailbox,
+ // we need to wait for it now to prevent the image going out of
+ // scope before its mailbox is retrieved.
+ if (!waitForPreviousTransferToFinish) {
+ TRACE_EVENT0("gpu", "waitCurrXfer");
+ while (m_pendingSubmitFrame) {
+ if (!m_submit_frame_client_binding.WaitForIncomingMethodCall()) {
+ LOG(ERROR) << "Failed to receive SubmitFrame response";
+ break;
+ }
+ }
+ }
+}
+
+void VRDisplay::OnSubmitFrameTransferred() {
+ m_pendingSubmitFrame = false;
+}
+
+void VRDisplay::OnSubmitFrameRendered() {
+ m_pendingPreviousFrameRender = false;
}
Document* VRDisplay::document() {
@@ -636,19 +654,8 @@ void VRDisplay::stopPresenting() {
if (m_isPresenting) {
if (!m_capabilities->hasExternalDisplay()) {
if (m_layer.source().isHTMLCanvasElement()) {
- auto canvas = m_layer.source().getAsHTMLCanvasElement();
- Fullscreen::fullyExitFullscreen(canvas->document());
- m_fullscreenCheckTimer.stop();
- if (!m_fullscreenOrigWidth.isNull()) {
- canvas->setInlineStyleProperty(CSSPropertyWidth,
- m_fullscreenOrigWidth);
- m_fullscreenOrigWidth = String();
- }
- if (!m_fullscreenOrigHeight.isNull()) {
- canvas->setInlineStyleProperty(CSSPropertyWidth,
- m_fullscreenOrigHeight);
- m_fullscreenOrigHeight = String();
- }
+ // TODO(klausw,crbug.com/698923): If compositor updates are
+ // suppressed, restore them here.
} else {
// TODO(junov, crbug.com/695497): Implement for OffscreenCanvas
}
@@ -661,6 +668,8 @@ void VRDisplay::stopPresenting() {
m_renderingContext = nullptr;
m_contextGL = nullptr;
+ m_pendingSubmitFrame = false;
+ m_pendingPreviousFrameRender = false;
}
void VRDisplay::OnActivate(device::mojom::blink::VRDisplayEventReason reason) {
@@ -723,44 +732,6 @@ void VRDisplay::ConnectVSyncProvider() {
}
}
-void VRDisplay::onFullscreenCheck(TimerBase*) {
- DCHECK(m_layer.source().isHTMLCanvasElement());
- if (!m_isPresenting) {
- m_fullscreenCheckTimer.stop();
- return;
- }
- // TODO: This is a temporary measure to track if fullscreen mode has been
- // exited by the UA. If so we need to end VR presentation. Soon we won't
- // depend on the Fullscreen API to fake VR presentation, so this will
- // become unnessecary. Until that point, though, this seems preferable to
- // adding a bunch of notification plumbing to Fullscreen.
- if (!Fullscreen::isCurrentFullScreenElement(
- *m_layer.source().getAsHTMLCanvasElement())) {
- // TODO(mthiesse): Due to asynchronous resizing, we might get kicked out of
- // fullscreen when changing display parameters upon entering WebVR. So one
- // time only, we reenter fullscreen after having left it; otherwise we exit
- // presentation.
- if (m_reenteredFullscreen) {
- m_isPresenting = false;
- OnPresentChange();
- m_fullscreenCheckTimer.stop();
- if (m_display)
- m_display->ExitPresent();
- return;
- }
- m_reenteredFullscreen = true;
- auto canvas = m_layer.source().getAsHTMLCanvasElement();
- Document* doc = this->document();
- std::unique_ptr<UserGestureIndicator> gestureIndicator;
- if (doc) {
- gestureIndicator = WTF::wrapUnique(
- new UserGestureIndicator(DocumentUserGestureToken::create(
- doc, UserGestureToken::Status::PossiblyExistingGesture)));
- }
- Fullscreen::requestFullscreen(*canvas);
- }
-}
-
ScriptedAnimationController& VRDisplay::ensureScriptedAnimationController(
Document* doc) {
if (!m_scriptedAnimationController)
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