RPM build fix (reverted CI changes which will need to be un-reverted or made conditional) and vendor Rust dependencies to make builds much faster in any CI system.
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317
zeroidc/vendor/web-sys/webidls/enabled/VRDisplay.webidl
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317
zeroidc/vendor/web-sys/webidls/enabled/VRDisplay.webidl
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/* -*- Mode: IDL; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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enum VREye {
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"left",
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"right"
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};
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[Pref="dom.vr.enabled",
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HeaderFile="mozilla/dom/VRDisplay.h"]
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interface VRFieldOfView {
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readonly attribute double upDegrees;
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readonly attribute double rightDegrees;
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readonly attribute double downDegrees;
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readonly attribute double leftDegrees;
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};
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typedef (HTMLCanvasElement or OffscreenCanvas) VRSource;
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dictionary VRLayer {
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/**
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* XXX - When WebVR in WebWorkers is implemented, HTMLCanvasElement below
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* should be replaced with VRSource.
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*/
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HTMLCanvasElement? source = null;
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/**
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* The left and right viewports contain 4 values defining the viewport
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* rectangles within the canvas to present to the eye in UV space.
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* [0] left offset of the viewport (0.0 - 1.0)
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* [1] top offset of the viewport (0.0 - 1.0)
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* [2] width of the viewport (0.0 - 1.0)
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* [3] height of the viewport (0.0 - 1.0)
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*
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* When no values are passed, they will be processed as though the left
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* and right sides of the viewport were passed:
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*
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* leftBounds: [0.0, 0.0, 0.5, 1.0]
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* rightBounds: [0.5, 0.0, 0.5, 1.0]
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*/
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sequence<float> leftBounds = [];
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sequence<float> rightBounds = [];
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};
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/**
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* Values describing the capabilities of a VRDisplay.
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* These are expected to be static per-device/per-user.
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*/
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[Pref="dom.vr.enabled",
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HeaderFile="mozilla/dom/VRDisplay.h"]
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interface VRDisplayCapabilities {
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/**
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* hasPosition is true if the VRDisplay is capable of tracking its position.
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*/
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readonly attribute boolean hasPosition;
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/**
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* hasOrientation is true if the VRDisplay is capable of tracking its orientation.
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*/
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readonly attribute boolean hasOrientation;
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/**
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* Whether the VRDisplay is separate from the device’s
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* primary display. If presenting VR content will obscure
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* other content on the device, this should be false. When
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* false, the application should not attempt to mirror VR content
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* or update non-VR UI because that content will not be visible.
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*/
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readonly attribute boolean hasExternalDisplay;
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/**
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* Whether the VRDisplay is capable of presenting content to an HMD or similar device.
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* Can be used to indicate “magic window” devices that are capable of 6DoF tracking but for
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* which requestPresent is not meaningful. If false then calls to requestPresent should
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* always fail, and getEyeParameters should return null.
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*/
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readonly attribute boolean canPresent;
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/**
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* Indicates the maximum length of the array that requestPresent() will accept. MUST be 1 if
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canPresent is true, 0 otherwise.
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*/
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readonly attribute unsigned long maxLayers;
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};
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/**
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* Values describing the the stage / play area for devices
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* that support room-scale experiences.
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*/
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[Pref="dom.vr.enabled",
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HeaderFile="mozilla/dom/VRDisplay.h"]
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interface VRStageParameters {
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/**
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* A 16-element array containing the components of a column-major 4x4
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* affine transform matrix. This matrix transforms the sitting-space position
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* returned by get{Immediate}Pose() to a standing-space position.
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*/
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[Throws] readonly attribute Float32Array sittingToStandingTransform;
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/**
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* Dimensions of the play-area bounds. The bounds are defined
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* as an axis-aligned rectangle on the floor.
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* The center of the rectangle is at (0,0,0) in standing-space
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* coordinates.
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* These bounds are defined for safety purposes.
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* Content should not require the user to move beyond these
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* bounds; however, it is possible for the user to ignore
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* the bounds resulting in position values outside of
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* this rectangle.
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*/
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readonly attribute float sizeX;
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readonly attribute float sizeZ;
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};
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[Pref="dom.vr.enabled",
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HeaderFile="mozilla/dom/VRDisplay.h"]
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interface VRPose
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{
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/**
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* position, linearVelocity, and linearAcceleration are 3-component vectors.
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* position is relative to a sitting space. Transforming this point with
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* VRStageParameters.sittingToStandingTransform converts this to standing space.
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*/
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[Constant, Throws] readonly attribute Float32Array? position;
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[Constant, Throws] readonly attribute Float32Array? linearVelocity;
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[Constant, Throws] readonly attribute Float32Array? linearAcceleration;
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/* orientation is a 4-entry array representing the components of a quaternion. */
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[Constant, Throws] readonly attribute Float32Array? orientation;
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/* angularVelocity and angularAcceleration are the components of 3-dimensional vectors. */
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[Constant, Throws] readonly attribute Float32Array? angularVelocity;
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[Constant, Throws] readonly attribute Float32Array? angularAcceleration;
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};
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[Constructor,
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Pref="dom.vr.enabled",
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HeaderFile="mozilla/dom/VRDisplay.h"]
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interface VRFrameData {
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readonly attribute DOMHighResTimeStamp timestamp;
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[Throws, Pure] readonly attribute Float32Array leftProjectionMatrix;
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[Throws, Pure] readonly attribute Float32Array leftViewMatrix;
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[Throws, Pure] readonly attribute Float32Array rightProjectionMatrix;
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[Throws, Pure] readonly attribute Float32Array rightViewMatrix;
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[Pure] readonly attribute VRPose pose;
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};
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[Constructor,
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Pref="dom.vr.test.enabled",
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HeaderFile="mozilla/dom/VRDisplay.h"]
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interface VRSubmitFrameResult {
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readonly attribute unsigned long frameNum;
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readonly attribute DOMString? base64Image;
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};
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[Pref="dom.vr.enabled",
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HeaderFile="mozilla/dom/VRDisplay.h"]
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interface VREyeParameters {
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/**
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* offset is a 3-component vector representing an offset to
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* translate the eye. This value may vary from frame
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* to frame if the user adjusts their headset ipd.
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*/
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[Constant, Throws] readonly attribute Float32Array offset;
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/* These values may vary as the user adjusts their headset ipd. */
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[Constant] readonly attribute VRFieldOfView fieldOfView;
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/**
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* renderWidth and renderHeight specify the recommended render target
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* size of each eye viewport, in pixels. If multiple eyes are rendered
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* in a single render target, then the render target should be made large
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* enough to fit both viewports.
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*/
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[Constant] readonly attribute unsigned long renderWidth;
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[Constant] readonly attribute unsigned long renderHeight;
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};
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[Pref="dom.vr.enabled",
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HeaderFile="mozilla/dom/VRDisplay.h"]
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interface VRDisplay : EventTarget {
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/**
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* presentingGroups is a bitmask indicating which VR session groups
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* have an active VR presentation.
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*/
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[ChromeOnly] readonly attribute unsigned long presentingGroups;
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/**
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* Setting groupMask causes submitted frames by VR sessions that
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* aren't included in the bitmasked groups to be ignored.
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* Non-chrome content is not aware of the value of groupMask.
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* VRDisplay.RequestAnimationFrame will still fire for VR sessions
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* that are hidden by groupMask, enabling their performance to be
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* measured by chrome UI that is presented in other groups.
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* This is expected to be used in cases where chrome UI is presenting
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* information during link traversal or presenting options when content
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* performance is too low for comfort.
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* The VR refresh / VSync cycle is driven by the visible content
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* and the non-visible content may have a throttled refresh rate.
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*/
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[ChromeOnly] attribute unsigned long groupMask;
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readonly attribute boolean isConnected;
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readonly attribute boolean isPresenting;
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/**
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* Dictionary of capabilities describing the VRDisplay.
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*/
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[Constant] readonly attribute VRDisplayCapabilities capabilities;
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/**
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* If this VRDisplay supports room-scale experiences, the optional
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* stage attribute contains details on the room-scale parameters.
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*/
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readonly attribute VRStageParameters? stageParameters;
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/* Return the current VREyeParameters for the given eye. */
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VREyeParameters getEyeParameters(VREye whichEye);
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/**
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* An identifier for this distinct VRDisplay. Used as an
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* association point in the Gamepad API.
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*/
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[Constant] readonly attribute unsigned long displayId;
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/**
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* A display name, a user-readable name identifying it.
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*/
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[Constant] readonly attribute DOMString displayName;
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/**
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* Populates the passed VRFrameData with the information required to render
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* the current frame.
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*/
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boolean getFrameData(VRFrameData frameData);
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/**
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* Return a VRPose containing the future predicted pose of the VRDisplay
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* when the current frame will be presented. Subsequent calls to getPose()
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* MUST return a VRPose with the same values until the next call to
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* submitFrame().
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*
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* The VRPose will contain the position, orientation, velocity,
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* and acceleration of each of these properties.
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*/
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[NewObject] VRPose getPose();
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[Pref="dom.vr.test.enabled"]
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boolean getSubmitFrameResult(VRSubmitFrameResult result);
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/**
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* Reset the pose for this display, treating its current position and
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* orientation as the "origin/zero" values. VRPose.position,
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* VRPose.orientation, and VRStageParameters.sittingToStandingTransform may be
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* updated when calling resetPose(). This should be called in only
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* sitting-space experiences.
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*/
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undefined resetPose();
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/**
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* z-depth defining the near plane of the eye view frustum
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* enables mapping of values in the render target depth
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* attachment to scene coordinates. Initially set to 0.01.
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*/
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attribute double depthNear;
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/**
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* z-depth defining the far plane of the eye view frustum
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* enables mapping of values in the render target depth
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* attachment to scene coordinates. Initially set to 10000.0.
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*/
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attribute double depthFar;
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/**
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* The callback passed to `requestAnimationFrame` will be called
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* any time a new frame should be rendered. When the VRDisplay is
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* presenting the callback will be called at the native refresh
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* rate of the HMD. When not presenting this function acts
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* identically to how window.requestAnimationFrame acts. Content should
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* make no assumptions of frame rate or vsync behavior as the HMD runs
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* asynchronously from other displays and at differing refresh rates.
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*/
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[Throws] long requestAnimationFrame(FrameRequestCallback callback);
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/**
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* Passing the value returned by `requestAnimationFrame` to
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* `cancelAnimationFrame` will unregister the callback.
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*/
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[Throws] undefined cancelAnimationFrame(long handle);
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/**
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* Begin presenting to the VRDisplay. Must be called in response to a user gesture.
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* Repeat calls while already presenting will update the VRLayers being displayed.
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*/
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[Throws, NeedsCallerType] Promise<undefined> requestPresent(sequence<VRLayer> layers);
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/**
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* Stops presenting to the VRDisplay.
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*/
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[Throws] Promise<undefined> exitPresent();
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/**
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* Get the layers currently being presented.
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*/
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sequence<VRLayer> getLayers();
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/**
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* The VRLayer provided to the VRDisplay will be captured and presented
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* in the HMD. Calling this function has the same effect on the source
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* canvas as any other operation that uses its source image, and canvases
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* created without preserveDrawingBuffer set to true will be cleared.
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*/
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undefined submitFrame();
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};
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