Update VR HAL docs.

Bug: 28526281
Change-Id: If9673af47962f6fadd10f8a622e9587245f7ffb6
This commit is contained in:
Ruben Brunk 2016-05-02 19:29:57 -07:00
parent d6c2deb560
commit e0eb33f6d5
3 changed files with 50 additions and 34 deletions

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@ -110,15 +110,20 @@ __BEGIN_DECLS
* persistence that is intended to be used when the device is being treated as a
* head mounted display (HMD). The actual display brightness in this mode is
* implementation dependent, and any value set for color in light_state may be
* overriden by the HAL implementation.
* overridden by the HAL implementation.
*
* For an optimal HMD viewing experience, the display should meet the following
* For an optimal HMD viewing experience, the display must meet the following
* criteria in this mode:
* - Less than 2ms display persistence.
* - Gray-to-Gray, White-to-Black, and Black-to-White switching time must be 3 ms.
* - The display must support low-persistence with 3.5 ms persistence.
* Persistence is defined as the amount of time for which a pixel is
* emitting light for a single frame.
* - Any "smart panel" or other frame buffering options that increase display
* latency are disabled.
* - Display brightness is set so that the display is still visible to the user
* under normal indoor lighting.
* - The display must update at 60 Hz at least, but higher refresh rates are
* recommended for low latency.
*
* This mode will only be used with light devices of type LIGHT_ID_BACKLIGHT,
* and will only be called by the Android framework for light_device_t

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@ -82,8 +82,8 @@ typedef struct {
float shutdown_threshold;
/**
* Threshold temperature at which VR mode clockrate minumums cannot be
* maintained for this device temperature type.
* Threshold temperature above which the VR mode clockrate minimums cannot
* be maintained for this device.
* If not available, set by HAL to UNKNOWN_TEMPERATURE.
*/
float vr_throttling_threshold;

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@ -35,42 +35,54 @@ __BEGIN_DECLS
* and gyro to an application-visible callback must be extremely low (<5ms
* typically). This is required for HIFI sensor support.
* - Low display latency - Total end-to-end latency from the GPU draw calls to
* the actual display update must be as low as possible. This is typically
* achieved by using SurfaceFlinger in a single-buffered mode, and assuring
* that draw calls are synchronized with the display scanout correctly. Any
* GPU settings required to allow consistent performance of this operation
* are required, including the EGL extensions: EGL_IMG_context_priority, and
* EGL_XXX_set_render_buffer_mode.
* the actual display update must be as low as possible. This is achieved by
* using SurfaceFlinger in a single-buffered mode, and assuring that draw calls
* are synchronized with the display scanout correctly. This behavior is
* exposed via an EGL extension to applications. See below for the EGL
* extensions needed for this.
* - Low-persistence display - Display persistence settings must be set as low as
* possible while still maintaining a reasonable brightness. For a typical
* display running at 60Hz, pixels should be illuminated for <4ms to be
* considered low-persistence (<2ms is desirable). This avoids ghosting
* during movements in a VR setting.
* display running at 60Hz, pixels should be illuminated for <=3.5ms to be
* considered low-persistence. This avoids ghosting during movements in a VR
* setting, and should be enabled from the lights.h HAL when
* BRIGHTNESS_MODE_LOW_PERSISTENCE is set.
* - Consistent performance of the GPU and CPU - When given a mixed GPU/CPU
* workload for a VR application with bursts of work at regular intervals
* several times a frame. CPU scheduling should ensure that the application
* render thread is run consistently within 1ms of when required for the
* draw window, and an appropriate clockrate is maintained to ensure the
* workload finishes within the time alloted to the draw window. Likewise,
* GPU scheduling should ensure that work from the application render thread
* is given priority over other GPU work, and that a high enough clockrate can
* be maintained to ensure that this completes within the draw window. CTS
* tests with example VR workloads will be available to assess performance
* tuning.
* several times a frame, the CPU scheduling should ensure that the application
* render thread work is run consistently within 1ms of when scheduled, and
* completed before the end of the draw window. To this end, a single CPU core
* must be reserved for solely for the currently running VR application's render
* thread while in VR mode, and made available in the "top-app" cpuset.
* Likewise, an appropriate CPU, GPU, and bus clockrate must be maintained to
* ensure that the rendering workload finishes within the time allotted to
* render each frame when the POWER_HINT_SUSTAINED_PERFORMANCE flag has been
* set in the power.h HAL while in VR mode when the device is not being
* thermally throttled.
* - Required EGL extensions must be present - Any GPU settings required to allow
* the above capabilities are required, including the EGL extensions:
* EGL_ANDROID_create_native_client_buffer, EGL_ANDROID_front_buffer_auto_refresh,
* EGL_EXT_protected_content, EGL_KHR_mutable_render_buffer,
* EGL_KHR_reusable_sync, and EGL_KHR_wait_sync.
* - Accurate thermal reporting - Accurate thermal temperatures and limits must be
* reported in the thermal.h HAL. Specifically, the current skin temperature
* must accurately be reported for DEVICE_TEMPERATURE_SKIN and the
* vr_throttling_threshold reported for this device must accurately report the
* temperature limit above which the device's thermal governor throttles the
* CPU, GPU, and/or bus clockrates below the minimum necessary for consistent
* performance (see previous bullet point).
*
* Vendors implementing this HAL are expected to use set_vr_mode as a hint to
* enable VR-specific performance tuning, and to turn on any device features
* optimal for VR display modes (or do nothing if none are available). Devices
* that advertise FEATURE_VR_MODE_HIGH_PERFORMANCE are must pass the additional
* CTS performance tests required for this feature and follow the additional
* guidelines for hardware implementation for "VR Ready" devices.
* In general, vendors implementing this HAL are expected to use set_vr_mode as a
* hint to enable VR-specific performance tuning needed for any of the above
* requirements, and to turn on any device features optimal for VR display
* modes. The set_vr_mode call may simply do nothing if no optimizations are
* available or necessary to meet the above requirements.
*
* No methods in this HAL will be called concurrently from the Android framework.
*/
typedef struct vr_module {
/**
* Common methods of the module. This *must* be the first member of
* vr_module as users of * this structure will cast a hw_module_t to a
* vr_module as users of this structure may cast a hw_module_t to a
* vr_module pointer in contexts where it's known that the hw_module_t
* references a vr_module.
*/
@ -88,10 +100,9 @@ typedef struct vr_module {
* false - VR mode is disabled, turn off all VR-specific settings.
* true - VR mode is enabled, turn on all VR-specific settings.
*
* This is called from the VrManagerService whenever the application(s)
* currently in use enters or leaves VR mode. This will typically occur
* when the user switches or from an application that has indicated to
* system_server that it should run in VR mode.
* This is called whenever the the Android system enters or leaves VR mode.
* This will typically occur when the user switches to or from a VR application
* that is doing stereoscopic rendering.
*/
void (*set_vr_mode)(struct vr_module *module, bool enabled);