/* * Copyright (C) 2016 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #ifndef ANDROID_INCLUDE_HARDWARE_VR_H #define ANDROID_INCLUDE_HARDWARE_VR_H #include #include #include __BEGIN_DECLS #define VR_HARDWARE_MODULE_ID "vr" #define VR_MODULE_API_VERSION_1_0 HARDWARE_MODULE_API_VERSION(1, 0) /** * Implement this HAL to receive callbacks when a virtual reality (VR) * application is being used. VR applications characteristically have a number * of special display and performance requirements, including: * - Low sensor latency - Total end-to-end latency from the IMU, accelerometer, * 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. * - 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. * - 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. * * 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. * * 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 pointer in contexts where it's known that the hw_module_t * references a vr_module. */ struct hw_module_t common; /** * Convenience method for the HAL implementation to set up any state needed * at runtime startup. This is called once from the VrManagerService during * its boot phase. No methods from this HAL will be called before init. */ void (*init)(struct vr_module *module); /** * Set the VR mode state. Possible states of the enabled parameter are: * 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. */ void (*set_vr_mode)(struct vr_module *module, bool enabled); /* Reserved for future use. Must be NULL. */ void* reserved[8 - 2]; } vr_module_t; __END_DECLS #endif /* ANDROID_INCLUDE_HARDWARE_VR_H */