Chromium Code Reviews| Index: chrome/browser/android/vr_shell/vr_shell_gl.cc |
| diff --git a/chrome/browser/android/vr_shell/vr_shell_gl.cc b/chrome/browser/android/vr_shell/vr_shell_gl.cc |
| index c0210b93c8f98dc21ea8228412b3e9cfbd978938..047a694d7b1b6a891afae0a0b4be84c20be49470 100644 |
| --- a/chrome/browser/android/vr_shell/vr_shell_gl.cc |
| +++ b/chrome/browser/android/vr_shell/vr_shell_gl.cc |
| @@ -486,7 +486,7 @@ void VrShellGl::UpdateController(const gvr::Vec3f& forward_vector) { |
| FROM_HERE, base::Bind(&VrShell::AppButtonPressed, weak_vr_shell_)); |
| } |
| - if (web_vr_mode_) { |
| + if (ShouldDrawWebVr()) { |
| // Process screen touch events for Cardboard button compatibility. |
| // Also send tap events for controller "touchpad click" events. |
| if (touch_pending_ || |
| @@ -699,9 +699,10 @@ void VrShellGl::DrawFrame(int16_t frame_index) { |
| // If needed, resize the primary buffer for use with WebVR. Resizing |
| // needs to happen before acquiring a frame. |
| - if (web_vr_mode_) { |
| + if (ShouldDrawWebVr()) { |
|
cjgrant
2017/03/16 15:44:36
Seeing the number of spots we call this, a couple
tiborg
2017/03/16 19:40:22
Yes, web_vr_mode_ should only be set by the GL thr
cjgrant
2017/03/20 15:34:57
So it turns out that WebVR changes have fully brok
tiborg
2017/03/20 15:56:08
Acknowledged.
|
| // Process all pending_bounds_ changes targeted for before this |
| // frame, being careful of wrapping frame indices. |
| + // TODO(cjgrant): Do not compare the constants on every frame. |
|
tiborg
2017/03/16 19:40:22
Make a bug for this?
cjgrant
2017/03/16 21:21:51
For something this trivial, I don't think a bug is
tiborg
2017/03/17 15:13:44
Yes, it was just a suggestion. You could make a bu
cjgrant
2017/03/20 15:34:57
So I've tied this cleanup to the UI math optimizat
tiborg
2017/03/20 15:56:08
Great, thanks.
|
| static constexpr unsigned max = |
| std::numeric_limits<decltype(frame_index_)>::max(); |
| static_assert(max > kPoseRingBufferSize * 2, |
| @@ -761,7 +762,7 @@ void VrShellGl::DrawFrame(int16_t frame_index) { |
| } |
| frame.BindBuffer(kFramePrimaryBuffer); |
| - if (web_vr_mode_) { |
| + if (ShouldDrawWebVr()) { |
| DrawWebVr(); |
| } |
| @@ -772,7 +773,8 @@ void VrShellGl::DrawFrame(int16_t frame_index) { |
| // submitting. Technically we don't need a pose if not reprojecting, |
| // but keeping it uninitialized seems likely to cause problems down |
| // the road. Copying it is cheaper than fetching a new one. |
| - if (web_vr_mode_) { |
| + if (ShouldDrawWebVr()) { |
| + // TODO(cjgrant): Do not compare the constants on every frame. |
|
tiborg
2017/03/16 19:40:22
Here, too.
|
| static_assert(!((kPoseRingBufferSize - 1) & kPoseRingBufferSize), |
| "kPoseRingBufferSize must be a power of 2"); |
| head_pose = webvr_head_pose_[frame_index % kPoseRingBufferSize]; |
| @@ -833,7 +835,7 @@ void VrShellGl::DrawVrShellAndUnbind(const gvr::Mat4f& head_pose, |
| } |
| } |
| - if (web_vr_mode_) { |
| + if (ShouldDrawWebVr()) { |
| // WebVR is incompatible with 3D world compositing since the |
| // depth buffer was already populated with unknown scaling - the |
| // WebVR app has full control over zNear/zFar. Just leave the |
| @@ -853,8 +855,8 @@ void VrShellGl::DrawVrShellAndUnbind(const gvr::Mat4f& head_pose, |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| } |
| if (!world_elements.empty()) { |
| - DrawUiView(&head_pose, world_elements, render_size_primary_, |
| - kViewportListPrimaryOffset); |
| + DrawUiView(head_pose, world_elements, render_size_primary_, |
| + kViewportListPrimaryOffset, scene_->GetCursorEnabled()); |
| } |
| frame.Unbind(); // Done with the primary buffer. |
| @@ -872,32 +874,29 @@ void VrShellGl::DrawVrShellAndUnbind(const gvr::Mat4f& head_pose, |
| frame.BindBuffer(kFrameHeadlockedBuffer); |
| glClearColor(0.0f, 0.0f, 0.0f, 0.0f); |
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
| - DrawUiView(nullptr, head_locked_elements, render_size_headlocked_, |
| - kViewportListHeadlockedOffset); |
| + gvr::Mat4f identity_matrix; |
| + SetIdentityM(identity_matrix); |
| + DrawUiView(identity_matrix, head_locked_elements, render_size_headlocked_, |
| + kViewportListHeadlockedOffset, false); |
| frame.Unbind(); // Done with the headlocked buffer. |
| } |
| } |
| -void VrShellGl::DrawUiView(const gvr::Mat4f* head_pose, |
| +void VrShellGl::DrawUiView(const gvr::Mat4f& head_pose, |
| const std::vector<const ContentRectangle*>& elements, |
| const gvr::Sizei& render_size, |
| - int viewport_offset) { |
| + int viewport_offset, |
| + bool draw_cursor) { |
| TRACE_EVENT0("gpu", "VrShellGl::DrawUiView"); |
| - gvr::Mat4f view_matrix; |
| - if (head_pose) { |
| - view_matrix = *head_pose; |
| - } else { |
| - SetIdentityM(view_matrix); |
| - } |
| - auto elementsInDrawOrder = GetElementsInDrawOrder(view_matrix, elements); |
| + auto elementsInDrawOrder = GetElementsInDrawOrder(head_pose, elements); |
| for (auto eye : {GVR_LEFT_EYE, GVR_RIGHT_EYE}) { |
| buffer_viewport_list_->GetBufferViewport(eye + viewport_offset, |
| buffer_viewport_.get()); |
| const gvr::Mat4f eye_view_matrix = |
| - MatrixMul(gvr_api_->GetEyeFromHeadMatrix(eye), view_matrix); |
| + MatrixMul(gvr_api_->GetEyeFromHeadMatrix(eye), head_pose); |
| gvr::Recti pixel_rect = |
| CalculatePixelSpaceRect(render_size, buffer_viewport_->GetSourceUv()); |
| @@ -910,16 +909,14 @@ void VrShellGl::DrawUiView(const gvr::Mat4f* head_pose, |
| kZNear, kZFar), |
| eye_view_matrix); |
| - DrawElements(render_matrix, eye_view_matrix, elementsInDrawOrder); |
| - if (head_pose != nullptr && !web_vr_mode_) { |
| + DrawElements(render_matrix, elementsInDrawOrder); |
| + if (draw_cursor) |
|
tiborg
2017/03/16 19:40:22
Isn't it better, i.e. less error prone, to use cur
cjgrant
2017/03/16 21:21:51
I prefer to, but senior reviewers keep telling me
amp
2017/03/17 00:26:46
Interesting. The style guide says you can do eith
tiborg
2017/03/17 15:13:43
If we all prefer it why not embrace it in our code
cjgrant
2017/03/20 15:34:57
We're the owners, so we can go either way. And, w
|
| DrawCursor(render_matrix); |
| - } |
| } |
| } |
| void VrShellGl::DrawElements( |
| const gvr::Mat4f& view_proj_matrix, |
| - const gvr::Mat4f& view_matrix, |
| const std::vector<const ContentRectangle*>& elements) { |
| for (const auto* rect : elements) { |
| gvr::Mat4f transform = MatrixMul(view_proj_matrix, rect->TransformMatrix()); |
| @@ -1074,6 +1071,10 @@ void VrShellGl::DrawCursor(const gvr::Mat4f& render_matrix) { |
| } |
| } |
| +bool VrShellGl::ShouldDrawWebVr() { |
| + return web_vr_mode_ && scene_->GetWebVrRenderingEnabled(); |
| +} |
| + |
| void VrShellGl::DrawWebVr() { |
| TRACE_EVENT0("gpu", "VrShellGl::DrawWebVr"); |
| // Don't need face culling, depth testing, blending, etc. Turn it all off. |
| @@ -1190,7 +1191,7 @@ void VrShellGl::OnVSync() { |
| pending_vsync_ = true; |
| pending_time_ = time; |
| } |
| - if (!web_vr_mode_) { |
| + if (!ShouldDrawWebVr()) { |
| DrawFrame(-1); |
| } |
| } |