Use webvr future_frame_data to avoid blocking the WebGL thread

This commit is contained in:
Alan Jeffrey 2019-02-25 11:44:26 -06:00
parent a28e15e4ea
commit c9087013b1
7 changed files with 23 additions and 17 deletions

View file

@ -7,12 +7,12 @@ use gleam::gl;
use ipc_channel::ipc::{IpcBytesReceiver, IpcBytesSender, IpcSharedMemory};
use offscreen_gl_context::{GLContextAttributes, GLLimits};
use pixels::PixelFormat;
use serde_bytes::ByteBuf;
use std::borrow::Cow;
use std::fmt;
use std::num::NonZeroU32;
use std::ops::Deref;
use webrender_api::{DocumentId, ImageKey, PipelineId};
use webvr_traits::WebVRFutureFrameData;
/// Helper function that creates a WebGL channel (WebGLSender, WebGLReceiver) to be used in WebGLCommands.
pub use crate::webgl_channel::webgl_channel;
@ -506,7 +506,12 @@ pub enum WebVRCommand {
/// Start presenting to a VR device.
Create(WebVRDeviceId),
/// Synchronize the pose information to be used in the frame.
SyncPoses(WebVRDeviceId, f64, f64, WebGLSender<Result<ByteBuf, ()>>),
SyncPoses(
WebVRDeviceId,
f64,
f64,
WebGLSender<Result<WebVRFutureFrameData, ()>>,
),
/// Submit the frame to a VR device using the specified texture coordinates.
SubmitFrame(WebVRDeviceId, [f32; 4], [f32; 4]),
/// Stop presenting to a VR device