本文整理汇总了C++中VRManager::NotifyVRVsync方法的典型用法代码示例。如果您正苦于以下问题:C++ VRManager::NotifyVRVsync方法的具体用法?C++ VRManager::NotifyVRVsync怎么用?C++ VRManager::NotifyVRVsync使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类VRManager
的用法示例。
在下文中一共展示了VRManager::NotifyVRVsync方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: autoLock
void
VRDisplayHost::SubmitFrame(VRLayerParent* aLayer, PTextureParent* aTexture,
const gfx::Rect& aLeftEyeRect,
const gfx::Rect& aRightEyeRect)
{
if ((mDisplayInfo.mGroupMask & aLayer->GetGroup()) == 0) {
// Suppress layers hidden by the group mask
return;
}
TextureHost* th = TextureHost::AsTextureHost(aTexture);
// WebVR doesn't use the compositor to compose the frame, so use
// AutoLockTextureHostWithoutCompositor here.
AutoLockTextureHostWithoutCompositor autoLock(th);
if (autoLock.Failed()) {
NS_WARNING("Failed to lock the VR layer texture");
return;
}
CompositableTextureSourceRef source;
if (!th->BindTextureSource(source)) {
NS_WARNING("The TextureHost was successfully locked but can't provide a TextureSource");
return;
}
MOZ_ASSERT(source);
IntSize texSize = source->GetSize();
TextureSourceD3D11* sourceD3D11 = source->AsSourceD3D11();
if (!sourceD3D11) {
NS_WARNING("WebVR support currently only implemented for D3D11");
return;
}
if (!SubmitFrame(sourceD3D11, texSize, aLeftEyeRect, aRightEyeRect)) {
return;
}
/**
* Trigger the next VSync immediately after we are successfully
* submitting frames. As SubmitFrame is responsible for throttling
* the render loop, if we don't successfully call it, we shouldn't trigger
* NotifyVRVsync immediately, as it will run unbounded.
* If NotifyVRVsync is not called here due to SubmitFrame failing, the
* fallback "watchdog" code in VRDisplayHost::NotifyVSync() will cause
* frames to continue at a lower refresh rate until frame submission
* succeeds again.
*/
VRManager *vm = VRManager::Get();
MOZ_ASSERT(vm);
vm->NotifyVRVsync(mDisplayInfo.mDisplayID);
}
示例2: Submit
void
VRDisplayOpenVR::SubmitFrame(TextureSourceD3D11* aSource,
const IntSize& aSize,
const VRHMDSensorState& aSensorState,
const gfx::Rect& aLeftEyeRect,
const gfx::Rect& aRightEyeRect)
{
if (!mIsPresenting) {
return;
}
::vr::Texture_t tex;
tex.handle = (void *)aSource->GetD3D11Texture();
tex.eType = ::vr::EGraphicsAPIConvention::API_DirectX;
tex.eColorSpace = ::vr::EColorSpace::ColorSpace_Auto;
::vr::VRTextureBounds_t bounds;
bounds.uMin = aLeftEyeRect.x;
bounds.vMin = 1.0 - aLeftEyeRect.y;
bounds.uMax = aLeftEyeRect.x + aLeftEyeRect.width;
bounds.vMax = 1.0 - aLeftEyeRect.y - aLeftEyeRect.height;
::vr::EVRCompositorError err;
err = mVRCompositor->Submit(::vr::EVREye::Eye_Left, &tex, &bounds);
if (err != ::vr::EVRCompositorError::VRCompositorError_None) {
printf_stderr("OpenVR Compositor Submit() failed.\n");
}
bounds.uMin = aRightEyeRect.x;
bounds.vMin = 1.0 - aRightEyeRect.y;
bounds.uMax = aRightEyeRect.x + aRightEyeRect.width;
bounds.vMax = 1.0 - aRightEyeRect.y - aRightEyeRect.height;
err = mVRCompositor->Submit(::vr::EVREye::Eye_Right, &tex, &bounds);
if (err != ::vr::EVRCompositorError::VRCompositorError_None) {
printf_stderr("OpenVR Compositor Submit() failed.\n");
}
mVRCompositor->PostPresentHandoff();
// Trigger the next VSync immediately
VRManager *vm = VRManager::Get();
MOZ_ASSERT(vm);
vm->NotifyVRVsync(mDisplayInfo.mDisplayID);
}
示例3:
void
VRDisplayPuppet::SubmitFrame(TextureSourceOGL* aSource,
const IntSize& aSize,
const VRHMDSensorState& aSensorState,
const gfx::Rect& aLeftEyeRect,
const gfx::Rect& aRightEyeRect)
{
if (!mIsPresenting) {
return;
}
// TODO: Bug 1343730, Need to block until the next simulated
// vblank interval and capture frames for use in reftests.
// Trigger the next VSync immediately
VRManager *vm = VRManager::Get();
MOZ_ASSERT(vm);
vm->NotifyVRVsync(mDisplayInfo.mDisplayID);
}
示例4: o
//.........这里部分代码省略.........
viewport.Height = aSize.height;
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
D3D11_RECT scissor;
scissor.left = 0;
scissor.right = aSize.width;
scissor.top = 0;
scissor.bottom = aSize.height;
memcpy(&mVSConstants.layerTransform, &transform._11, sizeof(mVSConstants.layerTransform));
memcpy(&mVSConstants.projection, &projection._11, sizeof(mVSConstants.projection));
mVSConstants.renderTargetOffset[0] = 0.0f;
mVSConstants.renderTargetOffset[1] = 0.0f;
mVSConstants.layerQuad = Rect(0.0f, 0.0f, aSize.width, aSize.height);
mVSConstants.textureCoords = Rect(0.0f, 1.0f, 1.0f, -1.0f);
mPSConstants.layerOpacity[0] = 1.0f;
ID3D11Buffer* vbuffer = mVertexBuffer;
UINT vsize = sizeof(Vertex);
UINT voffset = 0;
mContext->IASetVertexBuffers(0, 1, &vbuffer, &vsize, &voffset);
mContext->IASetIndexBuffer(nullptr, DXGI_FORMAT_R16_UINT, 0);
mContext->IASetInputLayout(mInputLayout);
mContext->RSSetViewports(1, &viewport);
mContext->RSSetScissorRects(1, &scissor);
mContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
mContext->VSSetShader(mQuadVS, nullptr, 0);
mContext->PSSetShader(mQuadPS, nullptr, 0);
ID3D11ShaderResourceView* srView = aSource->GetShaderResourceView();
mContext->PSSetShaderResources(0 /* 0 == TexSlot::RGB */, 1, &srView);
// XXX Use Constant from TexSlot in CompositorD3D11.cpp?
ID3D11SamplerState *sampler = mLinearSamplerState;
mContext->PSSetSamplers(0, 1, &sampler);
if (!UpdateConstantBuffers()) {
NS_WARNING("Failed to update constant buffers for Oculus");
return;
}
mContext->Draw(4, 0);
ovrResult orv = ovr_CommitTextureSwapChain(mSession, mTextureSet);
if (orv != ovrSuccess) {
NS_WARNING("ovr_CommitTextureSwapChain failed.\n");
return;
}
ovrLayerEyeFov layer;
memset(&layer, 0, sizeof(layer));
layer.Header.Type = ovrLayerType_EyeFov;
layer.Header.Flags = 0;
layer.ColorTexture[0] = mTextureSet;
layer.ColorTexture[1] = nullptr;
layer.Fov[0] = mFOVPort[0];
layer.Fov[1] = mFOVPort[1];
layer.Viewport[0].Pos.x = aSize.width * aLeftEyeRect.x;
layer.Viewport[0].Pos.y = aSize.height * aLeftEyeRect.y;
layer.Viewport[0].Size.w = aSize.width * aLeftEyeRect.width;
layer.Viewport[0].Size.h = aSize.height * aLeftEyeRect.height;
layer.Viewport[1].Pos.x = aSize.width * aRightEyeRect.x;
layer.Viewport[1].Pos.y = aSize.height * aRightEyeRect.y;
layer.Viewport[1].Size.w = aSize.width * aRightEyeRect.width;
layer.Viewport[1].Size.h = aSize.height * aRightEyeRect.height;
const Point3D& l = mDisplayInfo.mEyeTranslation[0];
const Point3D& r = mDisplayInfo.mEyeTranslation[1];
const ovrVector3f hmdToEyeViewOffset[2] = { { l.x, l.y, l.z },
{ r.x, r.y, r.z } };
for (uint32_t i = 0; i < 2; ++i) {
Quaternion o(aSensorState.orientation[0],
aSensorState.orientation[1],
aSensorState.orientation[2],
aSensorState.orientation[3]);
Point3D vo(hmdToEyeViewOffset[i].x, hmdToEyeViewOffset[i].y, hmdToEyeViewOffset[i].z);
Point3D p = o.RotatePoint(vo);
layer.RenderPose[i].Orientation.x = o.x;
layer.RenderPose[i].Orientation.y = o.y;
layer.RenderPose[i].Orientation.z = o.z;
layer.RenderPose[i].Orientation.w = o.w;
layer.RenderPose[i].Position.x = p.x + aSensorState.position[0];
layer.RenderPose[i].Position.y = p.y + aSensorState.position[1];
layer.RenderPose[i].Position.z = p.z + aSensorState.position[2];
}
ovrLayerHeader *layers = &layer.Header;
orv = ovr_SubmitFrame(mSession, aSensorState.inputFrameID, nullptr, &layers, 1);
if (orv != ovrSuccess) {
printf_stderr("ovr_SubmitFrame failed.\n");
}
// Trigger the next VSync immediately
VRManager *vm = VRManager::Get();
MOZ_ASSERT(vm);
vm->NotifyVRVsync(mDisplayInfo.mDisplayID);
}