Update VR HAL docs.
Bug: 28526281 Change-Id: If9673af47962f6fadd10f8a622e9587245f7ffb6
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3 changed files with 50 additions and 34 deletions
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@ -110,15 +110,20 @@ __BEGIN_DECLS
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* persistence that is intended to be used when the device is being treated as a
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* head mounted display (HMD). The actual display brightness in this mode is
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* implementation dependent, and any value set for color in light_state may be
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* overriden by the HAL implementation.
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* overridden by the HAL implementation.
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*
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* For an optimal HMD viewing experience, the display should meet the following
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* For an optimal HMD viewing experience, the display must meet the following
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* criteria in this mode:
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* - Less than 2ms display persistence.
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* - Gray-to-Gray, White-to-Black, and Black-to-White switching time must be ≤ 3 ms.
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* - The display must support low-persistence with ≤ 3.5 ms persistence.
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* Persistence is defined as the amount of time for which a pixel is
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* emitting light for a single frame.
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* - Any "smart panel" or other frame buffering options that increase display
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* latency are disabled.
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* - Display brightness is set so that the display is still visible to the user
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* under normal indoor lighting.
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* - The display must update at 60 Hz at least, but higher refresh rates are
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* recommended for low latency.
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*
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* This mode will only be used with light devices of type LIGHT_ID_BACKLIGHT,
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* and will only be called by the Android framework for light_device_t
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@ -82,8 +82,8 @@ typedef struct {
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float shutdown_threshold;
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/**
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* Threshold temperature at which VR mode clockrate minumums cannot be
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* maintained for this device temperature type.
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* Threshold temperature above which the VR mode clockrate minimums cannot
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* be maintained for this device.
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* If not available, set by HAL to UNKNOWN_TEMPERATURE.
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*/
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float vr_throttling_threshold;
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@ -35,42 +35,54 @@ __BEGIN_DECLS
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* and gyro to an application-visible callback must be extremely low (<5ms
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* typically). This is required for HIFI sensor support.
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* - Low display latency - Total end-to-end latency from the GPU draw calls to
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* the actual display update must be as low as possible. This is typically
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* achieved by using SurfaceFlinger in a single-buffered mode, and assuring
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* that draw calls are synchronized with the display scanout correctly. Any
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* GPU settings required to allow consistent performance of this operation
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* are required, including the EGL extensions: EGL_IMG_context_priority, and
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* EGL_XXX_set_render_buffer_mode.
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* the actual display update must be as low as possible. This is achieved by
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* using SurfaceFlinger in a single-buffered mode, and assuring that draw calls
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* are synchronized with the display scanout correctly. This behavior is
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* exposed via an EGL extension to applications. See below for the EGL
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* extensions needed for this.
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* - Low-persistence display - Display persistence settings must be set as low as
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* possible while still maintaining a reasonable brightness. For a typical
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* display running at 60Hz, pixels should be illuminated for <4ms to be
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* considered low-persistence (<2ms is desirable). This avoids ghosting
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* during movements in a VR setting.
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* display running at 60Hz, pixels should be illuminated for <=3.5ms to be
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* considered low-persistence. This avoids ghosting during movements in a VR
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* setting, and should be enabled from the lights.h HAL when
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* BRIGHTNESS_MODE_LOW_PERSISTENCE is set.
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* - Consistent performance of the GPU and CPU - When given a mixed GPU/CPU
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* workload for a VR application with bursts of work at regular intervals
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* several times a frame. CPU scheduling should ensure that the application
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* render thread is run consistently within 1ms of when required for the
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* draw window, and an appropriate clockrate is maintained to ensure the
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* workload finishes within the time alloted to the draw window. Likewise,
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* GPU scheduling should ensure that work from the application render thread
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* is given priority over other GPU work, and that a high enough clockrate can
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* be maintained to ensure that this completes within the draw window. CTS
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* tests with example VR workloads will be available to assess performance
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* tuning.
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* several times a frame, the CPU scheduling should ensure that the application
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* render thread work is run consistently within 1ms of when scheduled, and
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* completed before the end of the draw window. To this end, a single CPU core
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* must be reserved for solely for the currently running VR application's render
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* thread while in VR mode, and made available in the "top-app" cpuset.
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* Likewise, an appropriate CPU, GPU, and bus clockrate must be maintained to
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* ensure that the rendering workload finishes within the time allotted to
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* render each frame when the POWER_HINT_SUSTAINED_PERFORMANCE flag has been
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* set in the power.h HAL while in VR mode when the device is not being
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* thermally throttled.
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* - Required EGL extensions must be present - Any GPU settings required to allow
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* the above capabilities are required, including the EGL extensions:
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* EGL_ANDROID_create_native_client_buffer, EGL_ANDROID_front_buffer_auto_refresh,
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* EGL_EXT_protected_content, EGL_KHR_mutable_render_buffer,
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* EGL_KHR_reusable_sync, and EGL_KHR_wait_sync.
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* - Accurate thermal reporting - Accurate thermal temperatures and limits must be
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* reported in the thermal.h HAL. Specifically, the current skin temperature
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* must accurately be reported for DEVICE_TEMPERATURE_SKIN and the
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* vr_throttling_threshold reported for this device must accurately report the
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* temperature limit above which the device's thermal governor throttles the
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* CPU, GPU, and/or bus clockrates below the minimum necessary for consistent
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* performance (see previous bullet point).
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*
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* Vendors implementing this HAL are expected to use set_vr_mode as a hint to
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* enable VR-specific performance tuning, and to turn on any device features
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* optimal for VR display modes (or do nothing if none are available). Devices
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* that advertise FEATURE_VR_MODE_HIGH_PERFORMANCE are must pass the additional
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* CTS performance tests required for this feature and follow the additional
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* guidelines for hardware implementation for "VR Ready" devices.
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* In general, vendors implementing this HAL are expected to use set_vr_mode as a
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* hint to enable VR-specific performance tuning needed for any of the above
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* requirements, and to turn on any device features optimal for VR display
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* modes. The set_vr_mode call may simply do nothing if no optimizations are
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* available or necessary to meet the above requirements.
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*
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* No methods in this HAL will be called concurrently from the Android framework.
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*/
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typedef struct vr_module {
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/**
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* Common methods of the module. This *must* be the first member of
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* vr_module as users of * this structure will cast a hw_module_t to a
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* vr_module as users of this structure may cast a hw_module_t to a
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* vr_module pointer in contexts where it's known that the hw_module_t
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* references a vr_module.
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*/
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@ -88,10 +100,9 @@ typedef struct vr_module {
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* false - VR mode is disabled, turn off all VR-specific settings.
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* true - VR mode is enabled, turn on all VR-specific settings.
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*
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* This is called from the VrManagerService whenever the application(s)
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* currently in use enters or leaves VR mode. This will typically occur
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* when the user switches or from an application that has indicated to
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* system_server that it should run in VR mode.
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* This is called whenever the the Android system enters or leaves VR mode.
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* This will typically occur when the user switches to or from a VR application
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* that is doing stereoscopic rendering.
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*/
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void (*set_vr_mode)(struct vr_module *module, bool enabled);
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