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PVRManager.ipdl (3194B)


      1 /* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*-
      2  * vim: sw=2 ts=8 et :
      3  */
      4 /* This Source Code Form is subject to the terms of the Mozilla Public
      5  * License, v. 2.0. If a copy of the MPL was not distributed with this
      6  * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
      7 
      8 include LayersSurfaces;
      9 include protocol PVRLayer;
     10 include LayersMessages;
     11 include GamepadEventTypes;
     12 
     13 include "VRMessageUtils.h";
     14 include "VRManagerParent.h";
     15 include "VRManagerChild.h";
     16 
     17 using struct mozilla::gfx::VRFieldOfView from "gfxVR.h";
     18 using struct mozilla::gfx::VRDisplayInfo from "gfxVR.h";
     19 using struct mozilla::gfx::VRSensorUpdate from "gfxVR.h";
     20 using struct mozilla::gfx::VRHMDSensorState from "gfxVR.h";
     21 using struct mozilla::gfx::VRControllerInfo from "gfxVR.h";
     22 using struct mozilla::gfx::VRSubmitFrameResultInfo from "gfxVR.h";
     23 using mozilla::gfx::VRDisplayCapabilityFlags from "moz_external_vr.h";
     24 using mozilla::layers::LayersBackend from "mozilla/layers/LayersTypes.h";
     25 using mozilla::layers::TextureFlags from "mozilla/layers/CompositorTypes.h";
     26 using mozilla::dom::GamepadHandle from "mozilla/dom/GamepadHandle.h";
     27 
     28 
     29 namespace mozilla {
     30 namespace gfx {
     31 
     32 /**
     33  * The PVRManager protocol is used to enable communication of VR display
     34  * enumeration and sensor state between the compositor thread and
     35  * content threads/processes.
     36  */
     37 [NeedsOtherPid, ChildImpl="VRManagerChild", ParentImpl="VRManagerParent", ParentProc=compositor, ChildProc=anydom]
     38 sync protocol PVRManager
     39 {
     40   manages PVRLayer;
     41 
     42 parent:
     43   async PVRLayer(uint32_t aDisplayID, uint32_t aGroup);
     44 
     45   // Detect runtime capabilities.  This will return the presense of VR and/or AR
     46   // runtime software, without enumerating or activating any hardware devices.
     47   async DetectRuntimes();
     48 
     49   // (Re)Enumerate VR Displays.  An updated list of VR displays will be returned
     50   // asynchronously to children via UpdateDisplayInfo.
     51   async RefreshDisplays();
     52 
     53   async SetGroupMask(uint32_t aDisplayID, uint32_t aGroupMask);
     54   async SetHaveEventListener(bool aHaveEventListener);
     55 
     56   async ControllerListenerAdded();
     57   async ControllerListenerRemoved();
     58   async VibrateHaptic(GamepadHandle aGamepadHandle, uint32_t aHapticIndex,
     59                       double aIntensity, double aDuration, uint32_t aPromiseID);
     60   async StopVibrateHaptic(GamepadHandle aGamepadHandle);
     61   async StartVRNavigation(uint32_t aDeviceID);
     62   async StopVRNavigation(uint32_t aDeviceID, TimeDuration aDuration);
     63   async StartActivity();
     64   async StopActivity();
     65 
     66   async RunPuppet(uint64_t[] buffer);
     67   async ResetPuppet();
     68 
     69 child:
     70   // Notify children of updated VR display enumeration and details.  This will
     71   // be sent to all children when the parent receives RefreshDisplays, even
     72   // if no changes have been detected.  This ensures that Promises exposed
     73   // through DOM calls are always resolved.
     74   async UpdateDisplayInfo(VRDisplayInfo aDisplayInfo);
     75 
     76   async UpdateRuntimeCapabilities(VRDisplayCapabilityFlags aCapabilities);
     77 
     78   async ReplyGamepadVibrateHaptic(uint32_t aPromiseID);
     79   async NotifyPuppetCommandBufferCompleted(bool aSuccess);
     80   async NotifyPuppetResetComplete();
     81 
     82   async __delete__();
     83 
     84 };
     85 
     86 } // gfx
     87 } // mozilla