platform_hardware_libhardware/include/hardware/vr.h
Ruben Brunk 1b80bf003a Fix module name for VR HAL.
Change-Id: If6f5995755c7c30a5e9823c6a06e94dec7184240
2016-02-11 12:15:33 -08:00

104 lines
4.8 KiB
C

/*
* 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 <stdbool.h>
#include <sys/cdefs.h>
#include <hardware/hardware.h>
__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 */