1 #ifndef DALI_INTEGRATION_CORE_H
2 #define DALI_INTEGRATION_CORE_H
5 * Copyright (c) 2020 Samsung Electronics Co., Ltd.
7 * Licensed under the Apache License, Version 2.0 (the "License");
8 * you may not use this file except in compliance with the License.
9 * You may obtain a copy of the License at
11 * http://www.apache.org/licenses/LICENSE-2.0
13 * Unless required by applicable law or agreed to in writing, software
14 * distributed under the License is distributed on an "AS IS" BASIS,
15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 * See the License for the specific language governing permissions and
17 * limitations under the License.
22 #include <cstdint> // uint32_t
25 #include <dali/public-api/common/dali-common.h>
26 #include <dali/public-api/common/vector-wrapper.h>
27 #include <dali/public-api/math/rect.h>
28 #include <dali/integration-api/context-notifier.h>
29 #include <dali/integration-api/core-enumerations.h>
46 class GlSyncAbstraction;
47 class GlContextHelperAbstraction;
48 class PlatformAbstraction;
50 class RenderController;
57 * The reasons why further updates are required.
59 namespace KeepUpdating
63 NOT_REQUESTED = 0, ///< Zero means that no further updates are required
64 STAGE_KEEP_RENDERING = 1<<1, ///< - Stage::KeepRendering() is being used
65 ANIMATIONS_RUNNING = 1<<2, ///< - Animations are ongoing
66 MONITORING_PERFORMANCE = 1<<3, ///< - The --enable-performance-monitor option is being used
67 RENDER_TASK_SYNC = 1<<4 ///< - A render task is waiting for render sync
72 * The status of the Core::Update operation.
82 : keepUpdating(false),
83 needsNotification(false),
84 surfaceRectChanged(false),
85 secondsFromLastFrame( 0.0f )
92 * Query whether the Core has further frames to update & render e.g. when animations are ongoing.
93 * @return A bitmask of KeepUpdating values
95 uint32_t KeepUpdating() { return keepUpdating; }
98 * Query whether the Core requires an Notification event.
99 * This should be sent through the same mechanism (e.g. event loop) as input events.
100 * @return True if an Notification event should be sent.
102 bool NeedsNotification() { return needsNotification; }
105 * Query wheter the default surface rect is changed or not.
106 * @return true if the default surface rect is changed.
108 bool SurfaceRectChanged() { return surfaceRectChanged; }
111 * This method is provided so that FPS can be easily calculated with a release version
113 * @return the seconds from last frame as float
115 float SecondsFromLastFrame() { return secondsFromLastFrame; }
119 uint32_t keepUpdating; ///< A bitmask of KeepUpdating values
120 bool needsNotification;
121 bool surfaceRectChanged;
122 float secondsFromLastFrame;
126 * The status of the Core::Render operation.
136 : needsUpdate( false ),
137 needsPostRender( false )
142 * Set whether update needs to run following a render.
143 * @param[in] updateRequired Set to true if an update is required to be run
145 void SetNeedsUpdate( bool updateRequired )
147 needsUpdate = updateRequired;
151 * Query the update status following rendering of a frame.
152 * @return True if update is required to be run
154 bool NeedsUpdate() const
160 * Sets if a post-render should be run.
161 * If nothing is rendered this frame, we can skip post-render.
162 * @param[in] postRenderRequired Set to True if post-render is required to be run
164 void SetNeedsPostRender( bool postRenderRequired )
166 needsPostRender = postRenderRequired;
170 * Queries if a post-render should be run.
171 * @return True if post-render is required to be run
173 bool NeedsPostRender() const
175 return needsPostRender;
180 bool needsUpdate :1; ///< True if update is required to be run
181 bool needsPostRender :1; ///< True if post-render is required to be run.
186 * Integration::Core is used for integration with the native windowing system.
187 * The following integration tasks must be completed:
189 * 1) Handle GL context creation, and notify the Core when this occurs.
191 * 2) Provide suspend/resume behaviour (see below for more details).
193 * 3) Run an event loop, for passing events to the Core e.g. multi-touch input events.
194 * Notification events should be sent after a frame is updated (see UpdateStatus).
196 * 4) Run a rendering loop, instructing the Core to render each frame.
197 * A separate rendering thread is recommended; see multi-threading options below.
199 * 5) Provide an implementation of the PlatformAbstraction interface, used to access platform specific services.
201 * 6) Provide an implementation of the GlAbstraction interface, used to access OpenGL services.
203 * Multi-threading notes:
205 * The Dali API methods are not reentrant. If you access the API from multiple threads simultaneously, then the results
206 * are undefined. This means that your application might segfault, or behave unpredictably.
208 * Rendering strategies:
210 * 1) Single-threaded. Call every Core method from the same thread. Event handling and rendering will occur in the same thread.
211 * This is not recommended, since processing input (slowly) can affect the smooth flow of animations.
213 * 2) Multi-threaded. The Core update & render operations can be processed in separate threads.
214 * See the method descriptions in Core to see which thread they should be called from.
215 * This is the recommended option, so that input processing will not affect the smoothness of animations.
216 * Note that the rendering thread must be halted, before destroying the GL context.
218 class DALI_CORE_API Core
224 * This object is used for integration with the native windowing system.
225 * @param[in] renderController The interface to an object which controls rendering.
226 * @param[in] platformAbstraction The interface providing platform specific services.
227 * @param[in] glAbstraction The interface providing OpenGL services.
228 * @param[in] glSyncAbstraction The interface providing OpenGL sync objects.
229 * @param[in] glContextHelperAbstraction The interface providing OpenGL context helper objects.
230 * @param[in] renderToFboEnabled Whether rendering into the Frame Buffer Object is enabled.
231 * @param[in] depthBufferAvailable Whether the depth buffer is available
232 * @param[in] stencilBufferAvailable Whether the stencil buffer is available
233 * @param[in] partialUpdateAvailable Whether the partial update is available
234 * @return A newly allocated Core.
236 static Core* New( RenderController& renderController,
237 PlatformAbstraction& platformAbstraction,
238 GlAbstraction& glAbstraction,
239 GlSyncAbstraction& glSyncAbstraction,
240 GlContextHelperAbstraction& glContextHelperAbstraction,
241 RenderToFrameBuffer renderToFboEnabled,
242 DepthBufferAvailable depthBufferAvailable,
243 StencilBufferAvailable stencilBufferAvailable,
244 PartialUpdateAvailable partialUpdateAvailable);
247 * Non-virtual destructor. Core is not intended as a base class.
252 * Initialize the core
256 // GL Context Lifecycle
259 * Get the object that will notify the application/toolkit when context is lost/regained
261 ContextNotifierInterface* GetContextNotifier();
264 * Notify the Core that the GL context has been created.
265 * The context must be created before the Core can render.
266 * Multi-threading note: this method should be called from the rendering thread only
267 * @post The Core is aware of the GL context.
269 void ContextCreated();
272 * Notify the Core that that GL context is about to be destroyed.
273 * The Core will free any previously allocated GL resources.
274 * Multi-threading note: this method should be called from the rendering thread only
275 * @post The Core is unaware of any GL context.
277 void ContextDestroyed();
280 * Notify the Core that the GL context has been re-created, e.g. after ReplaceSurface
283 * In the case of ReplaceSurface, both ContextToBeDestroyed() and ContextCreated() will have
284 * been called on the render thread before this is called on the event thread.
286 * Multi-threading note: this method should be called from the main thread
288 void RecoverFromContextLoss();
293 * Notify Core that the scene has been created.
298 * Queue an event with Core.
299 * Pre-processing of events may be beneficial e.g. a series of motion events could be throttled, so that only the last event is queued.
300 * Multi-threading note: this method should be called from the main thread.
301 * @param[in] event The new event.
303 void QueueEvent(const Event& event);
306 * Process the events queued with QueueEvent().
307 * Multi-threading note: this method should be called from the main thread.
308 * @pre ProcessEvents should not be called during ProcessEvents.
310 void ProcessEvents();
313 * The Core::Update() method prepares a frame for rendering. This method determines how many frames
314 * may be prepared, ahead of the rendering.
315 * For example if the maximum update count is 2, then Core::Update() for frame N+1 may be processed
316 * whilst frame N is being rendered. However the Core::Update() for frame N+2 may not be called, until
317 * the Core::Render() method for frame N has returned.
318 * @return The maximum update count (>= 1).
320 uint32_t GetMaximumUpdateCount() const;
323 * Update the scene for the next frame. This method must be called before each frame is rendered.
324 * Multi-threading notes: this method should be called from a dedicated update-thread.
325 * The update for frame N+1 may be processed whilst frame N is being rendered.
326 * However the update-thread must wait until frame N has been rendered, before processing frame N+2.
327 * After this method returns, messages may be queued internally for the main thread.
328 * In order to process these messages, a notification is sent via the main thread's event loop.
329 * @param[in] elapsedSeconds Number of seconds since the last call
330 * @param[in] lastVSyncTimeMilliseconds The last vsync time in milliseconds
331 * @param[in] nextVSyncTimeMilliseconds The time of the next predicted VSync in milliseconds
332 * @param[out] status showing whether further updates are required. This also shows
333 * whether a Notification event should be sent, regardless of whether the multi-threading is used.
334 * @param[in] renderToFboEnabled Whether rendering into the Frame Buffer Object is enabled.
335 * @param[in] isRenderingToFbo Whether this frame is being rendered into the Frame Buffer Object.
337 void Update( float elapsedSeconds,
338 uint32_t lastVSyncTimeMilliseconds,
339 uint32_t nextVSyncTimeMilliseconds,
340 UpdateStatus& status,
341 bool renderToFboEnabled,
342 bool isRenderingToFbo );
345 * This is called before rendering any scene in the next frame. This method should be preceded
346 * by a call up Update.
347 * Multi-threading note: this method should be called from a dedicated rendering thread.
348 * @pre The GL context must have been created, and made current.
349 * @param[out] status showing whether update is required to run.
350 * @param[in] forceClear force the Clear on the framebuffer even if nothing is rendered.
351 * @param[in] uploadOnly uploadOnly Upload the resource only without rendering.
353 void PreRender( RenderStatus& status, bool forceClear, bool uploadOnly );
356 * This is called before rendering any scene in the next frame. This method should be preceded
357 * by a call up Update.
358 * Multi-threading note: this method should be called from a dedicated rendering thread.
359 * @pre The GL context must have been created, and made current.
360 * @param[in] scene The scene to be rendered.
361 * @param[out] damagedRects containing damaged render items rects for this pass.
363 void PreRender( Integration::Scene& scene, std::vector<Rect<int>>& damagedRects );
366 * Render a scene in the next frame. This method should be preceded by a call up PreRender.
367 * This method should be called twice. The first pass to render off-screen frame buffers if any,
368 * and the second pass to render the surface.
369 * Multi-threading note: this method should be called from a dedicated rendering thread.
370 * @pre The GL context must have been created, and made current.
371 * @param[out] status Contains the rendering flags.
372 * @param[in] scene The scene to be rendered.
373 * @param[in] renderToFbo True to render off-screen frame buffers only if any, and False to render the surface only.
375 void RenderScene( RenderStatus& status, Integration::Scene& scene, bool renderToFbo );
378 * Render a scene in the next frame. This method should be preceded by a call up PreRender.
379 * This method should be called twice. The first pass to render off-screen frame buffers if any,
380 * and the second pass to render the surface.
381 * Multi-threading note: this method should be called from a dedicated rendering thread.
382 * @pre The GL context must have been created, and made current.
383 * @param[out] status Contains the rendering flags.
384 * @param[in] scene The scene to be rendered.
385 * @param[in] renderToFbo True to render off-screen frame buffers only if any, and False to render the surface only.
386 * @param[in] clippingRect The rect to clip rendered scene.
388 void RenderScene( RenderStatus& status, Integration::Scene& scene, bool renderToFbo, Rect<int>& clippingRect );
391 * This is called after rendering all the scenes in the next frame. This method should be
392 * followed by a call up RenderScene.
393 * Multi-threading note: this method should be called from a dedicated rendering thread.
394 * @pre The GL context must have been created, and made current.
395 * @param[in] uploadOnly uploadOnly Upload the resource only without rendering.
397 void PostRender( bool uploadOnly );
400 * @brief Register a processor
402 * Note, Core does not take ownership of this processor.
403 * @param[in] processor The process to register
405 void RegisterProcessor( Processor& processor );
408 * @brief Unregister a processor
409 * @param[in] processor The process to unregister
411 void UnregisterProcessor( Processor& processor );
416 * Private constructor; see also Core::New()
421 * Undefined copy-constructor.
422 * This avoids accidental calls to a default copy-constructor.
423 * @param[in] core A reference to the object to copy.
425 Core(const Core& core);
428 * Undefined assignment operator.
429 * This avoids accidental calls to a default assignment operator.
430 * @param[in] rhs A reference to the object to copy.
432 Core& operator=(const Core& rhs);
436 Internal::Core* mImpl;
440 } // namespace Integration
444 #endif // DALI_INTEGRATION_CORE_H