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/integration-api/context-notifier.h>
26 #include <dali/integration-api/core-enumerations.h>
27 #include <dali/public-api/common/dali-common.h>
28 #include <dali/public-api/common/vector-wrapper.h>
29 #include <dali/public-api/math/rect.h>
46 class GlSyncAbstraction;
47 class GlContextHelperAbstraction;
48 class PlatformAbstraction;
50 class RenderController;
56 * The reasons why further updates are required.
58 namespace KeepUpdating
62 NOT_REQUESTED = 0, ///< Zero means that no further updates are required
63 STAGE_KEEP_RENDERING = 1 << 1, ///< - Stage::KeepRendering() is being used
64 ANIMATIONS_RUNNING = 1 << 2, ///< - Animations are ongoing
65 MONITORING_PERFORMANCE = 1 << 3, ///< - The --enable-performance-monitor option is being used
66 RENDER_TASK_SYNC = 1 << 4 ///< - A render task is waiting for render sync
71 * The status of the Core::Update operation.
80 : keepUpdating(false),
81 needsNotification(false),
82 surfaceRectChanged(false),
83 secondsFromLastFrame(0.0f)
89 * Query whether the Core has further frames to update & render e.g. when animations are ongoing.
90 * @return A bitmask of KeepUpdating values
92 uint32_t 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()
104 return needsNotification;
108 * Query wheter the default surface rect is changed or not.
109 * @return true if the default surface rect is changed.
111 bool SurfaceRectChanged()
113 return surfaceRectChanged;
117 * This method is provided so that FPS can be easily calculated with a release version
119 * @return the seconds from last frame as float
121 float SecondsFromLastFrame()
123 return secondsFromLastFrame;
127 uint32_t keepUpdating; ///< A bitmask of KeepUpdating values
128 bool needsNotification;
129 bool surfaceRectChanged;
130 float secondsFromLastFrame;
134 * The status of the Core::Render operation.
143 : needsUpdate(false),
144 needsPostRender(false)
149 * Set whether update needs to run following a render.
150 * @param[in] updateRequired Set to true if an update is required to be run
152 void SetNeedsUpdate(bool updateRequired)
154 needsUpdate = updateRequired;
158 * Query the update status following rendering of a frame.
159 * @return True if update is required to be run
161 bool NeedsUpdate() const
167 * Sets if a post-render should be run.
168 * If nothing is rendered this frame, we can skip post-render.
169 * @param[in] postRenderRequired Set to True if post-render is required to be run
171 void SetNeedsPostRender(bool postRenderRequired)
173 needsPostRender = postRenderRequired;
177 * Queries if a post-render should be run.
178 * @return True if post-render is required to be run
180 bool NeedsPostRender() const
182 return needsPostRender;
186 bool needsUpdate : 1; ///< True if update is required to be run
187 bool needsPostRender : 1; ///< True if post-render is required to be run.
191 * Integration::Core is used for integration with the native windowing system.
192 * The following integration tasks must be completed:
194 * 1) Handle GL context creation, and notify the Core when this occurs.
196 * 2) Provide suspend/resume behaviour (see below for more details).
198 * 3) Run an event loop, for passing events to the Core e.g. multi-touch input events.
199 * Notification events should be sent after a frame is updated (see UpdateStatus).
201 * 4) Run a rendering loop, instructing the Core to render each frame.
202 * A separate rendering thread is recommended; see multi-threading options below.
204 * 5) Provide an implementation of the PlatformAbstraction interface, used to access platform specific services.
206 * 6) Provide an implementation of the GlAbstraction interface, used to access OpenGL services.
208 * Multi-threading notes:
210 * The Dali API methods are not reentrant. If you access the API from multiple threads simultaneously, then the results
211 * are undefined. This means that your application might segfault, or behave unpredictably.
213 * Rendering strategies:
215 * 1) Single-threaded. Call every Core method from the same thread. Event handling and rendering will occur in the same thread.
216 * This is not recommended, since processing input (slowly) can affect the smooth flow of animations.
218 * 2) Multi-threaded. The Core update & render operations can be processed in separate threads.
219 * See the method descriptions in Core to see which thread they should be called from.
220 * This is the recommended option, so that input processing will not affect the smoothness of animations.
221 * Note that the rendering thread must be halted, before destroying the GL context.
223 class DALI_CORE_API Core
228 * This object is used for integration with the native windowing system.
229 * @param[in] renderController The interface to an object which controls rendering.
230 * @param[in] platformAbstraction The interface providing platform specific services.
231 * @param[in] glAbstraction The interface providing OpenGL services.
232 * @param[in] glSyncAbstraction The interface providing OpenGL sync objects.
233 * @param[in] glContextHelperAbstraction The interface providing OpenGL context helper objects.
234 * @param[in] renderToFboEnabled Whether rendering into the Frame Buffer Object is enabled.
235 * @param[in] depthBufferAvailable Whether the depth buffer is available
236 * @param[in] stencilBufferAvailable Whether the stencil buffer is available
237 * @param[in] partialUpdateAvailable Whether the partial update is available
238 * @return A newly allocated Core.
240 static Core* New(RenderController& renderController,
241 PlatformAbstraction& platformAbstraction,
242 GlAbstraction& glAbstraction,
243 GlSyncAbstraction& glSyncAbstraction,
244 GlContextHelperAbstraction& glContextHelperAbstraction,
245 RenderToFrameBuffer renderToFboEnabled,
246 DepthBufferAvailable depthBufferAvailable,
247 StencilBufferAvailable stencilBufferAvailable,
248 PartialUpdateAvailable partialUpdateAvailable);
251 * Non-virtual destructor. Core is not intended as a base class.
256 * Initialize the core
260 // GL Context Lifecycle
263 * Get the object that will notify the application/toolkit when context is lost/regained
265 ContextNotifierInterface* GetContextNotifier();
268 * Notify the Core that the GL context has been created.
269 * The context must be created before the Core can render.
270 * Multi-threading note: this method should be called from the rendering thread only
271 * @post The Core is aware of the GL context.
273 void ContextCreated();
276 * Notify the Core that that GL context is about to be destroyed.
277 * The Core will free any previously allocated GL resources.
278 * Multi-threading note: this method should be called from the rendering thread only
279 * @post The Core is unaware of any GL context.
281 void ContextDestroyed();
284 * Notify the Core that the GL context has been re-created, e.g. after ReplaceSurface
287 * In the case of ReplaceSurface, both ContextToBeDestroyed() and ContextCreated() will have
288 * been called on the render thread before this is called on the event thread.
290 * Multi-threading note: this method should be called from the main thread
292 void RecoverFromContextLoss();
297 * Notify Core that the scene has been created.
302 * Queue an event with Core.
303 * 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.
304 * Multi-threading note: this method should be called from the main thread.
305 * @param[in] event The new event.
307 void QueueEvent(const Event& event);
310 * Process the events queued with QueueEvent().
311 * Multi-threading note: this method should be called from the main thread.
312 * @pre ProcessEvents should not be called during ProcessEvents.
314 void ProcessEvents();
317 * The Core::Update() method prepares a frame for rendering. This method determines how many frames
318 * may be prepared, ahead of the rendering.
319 * For example if the maximum update count is 2, then Core::Update() for frame N+1 may be processed
320 * whilst frame N is being rendered. However the Core::Update() for frame N+2 may not be called, until
321 * the Core::Render() method for frame N has returned.
322 * @return The maximum update count (>= 1).
324 uint32_t GetMaximumUpdateCount() const;
327 * Update the scene for the next frame. This method must be called before each frame is rendered.
328 * Multi-threading notes: this method should be called from a dedicated update-thread.
329 * The update for frame N+1 may be processed whilst frame N is being rendered.
330 * However the update-thread must wait until frame N has been rendered, before processing frame N+2.
331 * After this method returns, messages may be queued internally for the main thread.
332 * In order to process these messages, a notification is sent via the main thread's event loop.
333 * @param[in] elapsedSeconds Number of seconds since the last call
334 * @param[in] lastVSyncTimeMilliseconds The last vsync time in milliseconds
335 * @param[in] nextVSyncTimeMilliseconds The time of the next predicted VSync in milliseconds
336 * @param[out] status showing whether further updates are required. This also shows
337 * whether a Notification event should be sent, regardless of whether the multi-threading is used.
338 * @param[in] renderToFboEnabled Whether rendering into the Frame Buffer Object is enabled.
339 * @param[in] isRenderingToFbo Whether this frame is being rendered into the Frame Buffer Object.
341 void Update(float elapsedSeconds,
342 uint32_t lastVSyncTimeMilliseconds,
343 uint32_t nextVSyncTimeMilliseconds,
344 UpdateStatus& status,
345 bool renderToFboEnabled,
346 bool isRenderingToFbo);
349 * This is called before rendering any scene in the next frame. This method should be preceded
350 * by a call up Update.
351 * Multi-threading note: this method should be called from a dedicated rendering thread.
352 * @pre The GL context must have been created, and made current.
353 * @param[out] status showing whether update is required to run.
354 * @param[in] forceClear force the Clear on the framebuffer even if nothing is rendered.
355 * @param[in] uploadOnly uploadOnly Upload the resource only without rendering.
357 void PreRender(RenderStatus& status, bool forceClear, bool uploadOnly);
360 * This is called before rendering any scene in the next frame. This method should be preceded
361 * by a call up Update.
362 * Multi-threading note: this method should be called from a dedicated rendering thread.
363 * @pre The GL context must have been created, and made current.
364 * @param[in] scene The scene to be rendered.
365 * @param[out] damagedRects containing damaged render items rects for this pass.
367 void PreRender(Integration::Scene& scene, std::vector<Rect<int>>& damagedRects);
370 * Render a scene in the next frame. This method should be preceded by a call up PreRender.
371 * This method should be called twice. The first pass to render off-screen frame buffers if any,
372 * and the second pass to render the surface.
373 * Multi-threading note: this method should be called from a dedicated rendering thread.
374 * @pre The GL context must have been created, and made current.
375 * @param[out] status Contains the rendering flags.
376 * @param[in] scene The scene to be rendered.
377 * @param[in] renderToFbo True to render off-screen frame buffers only if any, and False to render the surface only.
379 void RenderScene(RenderStatus& status, Integration::Scene& scene, bool renderToFbo);
382 * Render a scene in the next frame. This method should be preceded by a call up PreRender.
383 * This method should be called twice. The first pass to render off-screen frame buffers if any,
384 * and the second pass to render the surface.
385 * Multi-threading note: this method should be called from a dedicated rendering thread.
386 * @pre The GL context must have been created, and made current.
387 * @param[out] status Contains the rendering flags.
388 * @param[in] scene The scene to be rendered.
389 * @param[in] renderToFbo True to render off-screen frame buffers only if any, and False to render the surface only.
390 * @param[in] clippingRect The rect to clip rendered scene.
392 void RenderScene(RenderStatus& status, Integration::Scene& scene, bool renderToFbo, Rect<int>& clippingRect);
395 * This is called after rendering all the scenes in the next frame. This method should be
396 * followed by a call up RenderScene.
397 * Multi-threading note: this method should be called from a dedicated rendering thread.
398 * @pre The GL context must have been created, and made current.
399 * @param[in] uploadOnly uploadOnly Upload the resource only without rendering.
401 void PostRender(bool uploadOnly);
404 * @brief Register a processor
406 * Note, Core does not take ownership of this processor.
407 * @param[in] processor The process to register
409 void RegisterProcessor(Processor& processor);
412 * @brief Unregister a processor
413 * @param[in] processor The process to unregister
415 void UnregisterProcessor(Processor& processor);
418 * @brief Gets the Object registry.
419 * @return The object registry
421 ObjectRegistry GetObjectRegistry() const;
425 * Private constructor; see also Core::New()
430 * Undefined copy-constructor.
431 * This avoids accidental calls to a default copy-constructor.
432 * @param[in] core A reference to the object to copy.
434 Core(const Core& core);
437 * Undefined assignment operator.
438 * This avoids accidental calls to a default assignment operator.
439 * @param[in] rhs A reference to the object to copy.
441 Core& operator=(const Core& rhs);
444 Internal::Core* mImpl;
447 } // namespace Integration
451 #endif // DALI_INTEGRATION_CORE_H