2 // Copyright (c) 2014 Samsung Electronics Co., Ltd.
4 // Licensed under the Flora License, Version 1.0 (the License);
5 // you may not use this file except in compliance with the License.
6 // You may obtain a copy of the License at
8 // http://floralicense.org/license/
10 // Unless required by applicable law or agreed to in writing, software
11 // distributed under the License is distributed on an AS IS BASIS,
12 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 // See the License for the specific language governing permissions and
14 // limitations under the License.
18 #include <dali/internal/common/core-impl.h>
21 #include <dali/integration-api/system-overlay.h>
22 #include <dali/integration-api/core.h>
23 #include <dali/integration-api/platform-abstraction.h>
24 #include <dali/integration-api/gl-sync-abstraction.h>
25 #include <dali/integration-api/render-controller.h>
26 #include <dali/internal/event/actors/actor-impl.h>
27 #include <dali/internal/event/common/stage-impl.h>
28 #include <dali/internal/event/animation/animation-playlist.h>
29 #include <dali/internal/event/common/property-notification-manager.h>
30 #include <dali/internal/event/dynamics/dynamics-notifier.h>
31 #include <dali/internal/event/common/notification-manager.h>
32 #include <dali/integration-api/events/event.h>
33 #include <dali/internal/event/events/event-processor.h>
34 #include <dali/internal/event/events/gesture-event-processor.h>
35 #include <dali/internal/update/manager/update-manager.h>
36 #include <dali/internal/render/common/performance-monitor.h>
37 #include <dali/internal/render/common/render-manager.h>
38 #include <dali/internal/update/common/discard-queue.h>
39 #include <dali/internal/common/event-to-update.h>
40 #include <dali/internal/common/frame-time.h>
41 #include <dali/internal/update/resources/resource-manager.h>
42 #include <dali/internal/event/text/font-factory.h>
43 #include <dali/internal/event/images/image-factory.h>
44 #include <dali/internal/event/images/emoji-factory.h>
45 #include <dali/internal/event/modeling/model-factory.h>
46 #include <dali/internal/event/common/thread-local-storage.h>
47 #include <dali/internal/event/effects/shader-factory.h>
48 #include <dali/internal/update/touch/touch-resampler.h>
49 #include <dali/internal/event/common/type-registry-impl.h>
51 #include <dali/internal/render/gl-resources/texture-cache.h>
52 #include <dali/internal/render/gl-resources/context.h>
54 using Dali::Internal::SceneGraph::UpdateManager;
55 using Dali::Internal::SceneGraph::RenderManager;
56 using Dali::Internal::SceneGraph::DiscardQueue;
57 using Dali::Internal::SceneGraph::RenderQueue;
58 using Dali::Internal::SceneGraph::TextureCache;
60 // The Update for frame N+1 may be processed whilst frame N is being rendered.
61 static const unsigned int MAXIMUM_UPDATE_COUNT = 2u;
69 using Integration::RenderController;
70 using Integration::PlatformAbstraction;
71 using Integration::GlSyncAbstraction;
72 using Integration::GestureManager;
73 using Integration::GlAbstraction;
74 using Integration::Event;
75 using Integration::UpdateStatus;
76 using Integration::RenderStatus;
78 Core::Core( RenderController& renderController, PlatformAbstraction& platform,
79 GlAbstraction& glAbstraction, GlSyncAbstraction& glSyncAbstraction,
80 GestureManager& gestureManager)
81 : mRenderController( renderController ),
83 mGestureEventProcessor(NULL),
84 mEventProcessor(NULL),
88 mResourcePostProcessQueue(),
89 mNotificationManager(NULL),
97 mProcessingEvent(false)
99 // Create the thread local storage
100 CreateThreadLocalStorage();
102 // This does nothing until Core is built with --enable-performance-monitor
103 PERFORMANCE_MONITOR_INIT( platform );
105 mNotificationManager = new NotificationManager();
107 mAnimationPlaylist = AnimationPlaylist::New();
109 mPropertyNotificationManager = PropertyNotificationManager::New();
111 mDynamicsNotifier = DynamicsNotifier::New();
113 std::vector< ResourcePostProcessRequest> init;
114 mResourcePostProcessQueue = new ResourcePostProcessList(init);
116 mRenderManager = RenderManager::New( glAbstraction, *mResourcePostProcessQueue );
118 RenderQueue& renderQueue = mRenderManager->GetRenderQueue();
119 TextureCache& textureCache = mRenderManager->GetTextureCache();
120 mDiscardQueue = new DiscardQueue( renderQueue );
122 mResourceManager = new ResourceManager( mPlatform,
123 *mNotificationManager,
125 *mResourcePostProcessQueue,
130 mTouchResampler = TouchResampler::New();
132 mUpdateManager = new UpdateManager( *mNotificationManager,
135 *mPropertyNotificationManager,
144 mResourceClient = new ResourceClient( *mResourceManager, *mUpdateManager );
146 mStage = IntrusivePtr<Stage>( Stage::New( *mAnimationPlaylist, *mPropertyNotificationManager, *mDynamicsNotifier, *mUpdateManager, *mNotificationManager ) );
148 mStage->Initialize();
150 mUpdateManager->SetRenderTaskList( &mStage->GetRenderTaskList() );
152 mGestureEventProcessor = new GestureEventProcessor(*mStage, gestureManager, mRenderController);
153 mEventProcessor = new EventProcessor(*mStage, *mNotificationManager, *mGestureEventProcessor);
155 mFrameTime = new FrameTime( mPlatform );
156 mFontFactory = new FontFactory(*mResourceClient);
157 mImageFactory = new ImageFactory( *mResourceClient );
158 mModelFactory = new ModelFactory(*mResourceClient);
159 mShaderFactory = new ShaderFactory(*mResourceClient);
160 mShaderFactory->LoadDefaultShaders();
161 mEmojiFactory = new EmojiFactory();
163 GetImplementation(Dali::TypeRegistry::Get()).CallInitFunctions();
169 * TODO this should be done by Adaptor, Core does not know about threading
170 * First stop the resource loading thread(s)
172 mPlatform.JoinLoaderThreads();
175 * The order of destructing these singletons is important!!!
178 // clear the thread local storage first
179 // allows core to be created / deleted many times in the same thread (how TET cases work).
180 // Do this before mStage.Reset() so Stage::IsInstalled() returns false
181 ThreadLocalStorage::Get().Remove();
183 // Clean-up stage - remove default camera and root layer
184 mStage->Uninitialize();
186 // remove (last?) reference to stage
189 delete mEventProcessor;
190 delete mGestureEventProcessor;
191 delete mNotificationManager;
193 delete mImageFactory;
194 delete mModelFactory;
195 delete mShaderFactory;
196 delete mResourceClient;
197 delete mResourceManager;
198 delete mUpdateManager;
199 delete mTouchResampler;
200 delete mEmojiFactory;
201 delete mRenderManager;
202 delete mDiscardQueue;
203 delete mResourcePostProcessQueue;
207 void Core::ContextCreated()
209 mRenderManager->ContextCreated();
212 void Core::ContextToBeDestroyed()
214 mRenderManager->ContextDestroyed();
217 void Core::SurfaceResized(unsigned int width, unsigned int height)
219 mStage->SetSize(width, height);
222 void Core::SetDpi(unsigned int dpiHorizontal, unsigned int dpiVertical)
224 mPlatform.SetDpi( dpiHorizontal, dpiVertical );
225 mFontFactory->SetDpi( dpiHorizontal, dpiVertical);
226 mStage->SetDpi( Vector2( dpiHorizontal , dpiVertical) );
229 void Core::SetMinimumFrameTimeInterval(unsigned int interval)
231 mFrameTime->SetMinimumFrameTimeInterval(interval);
234 void Core::Update( UpdateStatus& status )
236 // get the last delta and the predict when this update will be rendered
237 float lastFrameDelta( 0.0f );
238 unsigned int lastVSyncTime( 0 );
239 unsigned int nextVSyncTime( 0 );
240 mFrameTime->PredictNextVSyncTime( lastFrameDelta, lastVSyncTime, nextVSyncTime );
242 // set the time delta so adaptor can easily print FPS with a release build with 0 as
243 // it is cached by frametime
244 status.secondsFromLastFrame = lastFrameDelta;
246 // Render returns true when there are updates on the stage or one or more animations are completed.
247 // Use the estimated time diff till we render as the elapsed time.
248 status.keepUpdating = mUpdateManager->Update( lastFrameDelta, lastVSyncTime, nextVSyncTime );
250 // Check the Notification Manager message queue to set needsNotification
251 status.needsNotification = mNotificationManager->MessagesToProcess();
253 // If there are notifications to process keep the update thread running as well.
254 // A notification event might add a new actor or animation to the stage which needs
255 // update thread to process it. This also prevents update thread from sleeping
256 // while actor thread is still processing events.
257 if ( status.needsNotification )
259 status.keepUpdating |= Integration::KeepUpdating::NOTIFICATIONS_PENDING;
262 if ( mResourceManager->ResourcesToProcess() )
264 // If we are still processing resources, then we have to continue the update
265 status.keepUpdating |= Integration::KeepUpdating::LOADING_RESOURCES;
269 void Core::Render( RenderStatus& status )
271 bool updateRequired = mRenderManager->Render( status );
273 status.SetNeedsUpdate( updateRequired );
280 mFrameTime->Suspend();
292 mFrameTime->Resume();
299 // trigger processing of events queued up while paused
315 mFrameTime->WakeUp();
319 void Core::VSync( unsigned int frameNumber, unsigned int seconds, unsigned int microseconds )
321 // Can't use passed in time as that is not the clock the touch events use so our predicted render value will be meaningless.
322 mFrameTime->SetVSyncTime( frameNumber );
325 void Core::QueueEvent( const Integration::Event& event )
327 mEventProcessor->QueueEvent( event );
330 void Core::ProcessEvents()
332 // Guard against calls to ProcessEvents() during ProcessEvents()
333 if( mProcessingEvent )
335 DALI_LOG_ERROR( "ProcessEvents should not be called from within ProcessEvents!" );
336 mRenderController.RequestProcessEventsOnIdle();
340 mProcessingEvent = true;
342 EventToUpdate& eventToUpdate = mUpdateManager->GetEventToUpdate();
344 // Signal that any messages received will be flushed soon
345 eventToUpdate.EventProcessingStarted();
347 mEventProcessor->ProcessEvents();
349 mNotificationManager->ProcessMessages();
351 // Avoid allocating MessageBuffers, triggering size-negotiation or sending any other spam whilst paused
354 // Emit signal here to start size negotiation and control relayout.
355 mStage->EmitEventProcessingFinishedSignal();
357 // Flush discard queue for image factory
358 mImageFactory->FlushReleaseQueue();
360 // send text requests if required
361 mFontFactory->SendTextRequests();
363 // Flush any queued messages for the update-thread
364 const bool messagesToProcess = eventToUpdate.FlushQueue();
366 // Check if the touch or gestures require updates.
367 const bool touchNeedsUpdate = mTouchResampler->NeedsUpdate();
368 const bool gestureNeedsUpdate = mGestureEventProcessor->NeedsUpdate();
370 if( messagesToProcess || touchNeedsUpdate || gestureNeedsUpdate )
372 // tell the render controller to keep update thread running
373 mRenderController.RequestUpdate();
377 // ProcessEvents() may now be called again
378 mProcessingEvent = false;
381 void Core::UpdateTouchData(const Integration::TouchData& touch)
383 mTouchResampler->SendTouchData( touch );
386 unsigned int Core::GetMaximumUpdateCount() const
388 return MAXIMUM_UPDATE_COUNT;
391 Integration::SystemOverlay& Core::GetSystemOverlay()
393 return mStage->GetSystemOverlay();
396 void Core::SetViewMode( ViewMode viewMode )
398 mStage->SetViewMode( viewMode );
401 ViewMode Core::GetViewMode() const
403 return mStage->GetViewMode();
406 void Core::SetStereoBase( float stereoBase )
408 mStage->SetStereoBase( stereoBase );
411 float Core::GetStereoBase() const
413 return mStage->GetStereoBase();
416 StagePtr Core::GetCurrentStage()
421 PlatformAbstraction& Core::GetPlatform()
426 UpdateManager& Core::GetUpdateManager()
428 return *(mUpdateManager);
431 RenderManager& Core::GetRenderManager()
433 return *(mRenderManager);
436 NotificationManager& Core::GetNotificationManager()
438 return *(mNotificationManager);
441 ResourceManager& Core::GetResourceManager()
443 return *(mResourceManager);
446 ResourceClient& Core::GetResourceClient()
448 return *(mResourceClient);
451 FontFactory& Core::GetFontFactory()
453 return *(mFontFactory);
456 ImageFactory& Core::GetImageFactory()
458 return *(mImageFactory);
461 ModelFactory& Core::GetModelFactory()
463 return *(mModelFactory);
466 ShaderFactory& Core::GetShaderFactory()
468 return *(mShaderFactory);
471 GestureEventProcessor& Core::GetGestureEventProcessor()
473 return *(mGestureEventProcessor);
476 EmojiFactory& Core::GetEmojiFactory()
478 return *mEmojiFactory;
481 void Core::CreateThreadLocalStorage()
483 // a pointer to the ThreadLocalStorage object will be stored in TLS
484 // and automatically deleted when the thread is killed
485 new ThreadLocalStorage(this);
488 } // namespace Internal