/* * 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 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 <=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, 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). * * 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 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. */ 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 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); /* Reserved for future use. Must be NULL. */ void* reserved[8 - 2]; } vr_module_t; __END_DECLS #endif /* ANDROID_INCLUDE_HARDWARE_VR_H */